Jump to content
Sign in to follow this  
bluesilence

Need help building a "clear town and leave"

Recommended Posts

I want to build a search and destroy mission. The goals sound quite simple:

  1. Start the mision outside the town and clear it of enemies
  2. Once there are no enemies left, a waypoint will appear otside the town and a truck will go there and wait to pick me up
  3. When the truck gets away from the town, the mission ends

I tried to build the mission with a combination of waypoints synced with triggers and scripts.

version=11;

class Mission

{

addOns[]=

{

"CAAir",

"CABuildings",

"CACharacters",

"CAMisc",

"CATracked",

"CAWater",

"CAWeapons",

"CAWheeled",

"cacharacters2",

"ca_modules_silvie",

"CA_Modules_Alice",

"ca_missions_firstaidsystem",

"ca_missions_battlefieldclearance",

"ca_missions_alternativeinjurysimulation",

"CAWheeled2_MTVR",

"camisc3",

"chernarus"

};

addOnsAuto[]=

{

"cacharacters2",

"ca_modules_silvie",

"CA_Modules_Alice",

"ca_missions_firstaidsystem",

"ca_missions_battlefieldclearance",

"ca_missions_alternativeinjurysimulation",

"CAWheeled2_MTVR",

"CABuildings",

"camisc3",

"chernarus"

};

randomSeed=16042499;

class Intel

{

briefingName="Clear Kabanino";

briefingDescription="Clear the town";

resistanceWest=0;

startWeather=0.61678594;

forecastWeather=0.61834592;

year=2010;

month=10;

day=13;

hour=6;

minute=0;

};

class Groups

{

items=8;

class Item0

{

side="EAST";

class Vehicles

{

items=8;

class Item0

{

presence=0.4998804;

position[]={5319.6733,333.29865,8596.2354};

id=2;

side="EAST";

vehicle="Ins_Soldier_MG";

rank="CORPORAL";

skill=0.33333331;

};

class Item1

{

position[]={5321.6733,333.20059,8596.2354};

id=3;

side="EAST";

vehicle="Ins_Soldier_AT";

skill=0.2;

};

class Item2

{

presence=0.50292379;

position[]={5323.6733,333.10251,8596.2354};

id=4;

side="EAST";

vehicle="Ins_Soldier_AT";

skill=0.2;

};

class Item3

{

position[]={5325.6733,333.11618,8596.2354};

id=5;

side="EAST";

vehicle="Ins_Soldier_AR";

skill=0.2;

};

class Item4

{

presence=0.50292379;

position[]={5327.6733,333.16583,8596.2354};

id=6;

side="EAST";

vehicle="Ins_Soldier_AR";

skill=0.2;

};

class Item5

{

position[]={5329.6733,333.21552,8596.2354};

id=7;

side="EAST";

vehicle="Ins_Soldier_2";

skill=0.2;

};

class Item6

{

position[]={5314.6733,333.50983,8601.2354};

id=0;

side="EAST";

vehicle="INS_Soldier_CO";

leader=1;

rank="SERGEANT";

skill=0.46666664;

};

class Item7

{

position[]={5317.6733,333.3967,8596.2354};

id=1;

side="EAST";

vehicle="Ins_Soldier_MG";

rank="CORPORAL";

skill=0.33333331;

};

};

class Waypoints

{

items=1;

class Item0

{

position[]={5314.6733,333.50983,8601.2354};

id=0;

type="DISMISS";

combat="SAFE";

class Effects

{

};

showWP="NEVER";

};

};

};

class Item1

{

side="LOGIC";

class Vehicles

{

items=1;

class Item0

{

position[]={4285.1523,316.43359,8581.5186};

id=8;

side="LOGIC";

vehicle="SilvieManager";

leader=1;

lock="UNLOCKED";

skill=0.60000002;

};

};

};

class Item2

{

side="LOGIC";

class Vehicles

{

items=1;

class Item0

{

position[]={4288.5371,314.6312,8437.8574};

id=9;

side="LOGIC";

vehicle="AliceManager";

leader=1;

lock="UNLOCKED";

skill=0.60000002;

};

};

};

class Item3

{

side="WEST";

class Vehicles

{

items=4;

class Item0

{

position[]={5268.4614,353.83273,8111.7085};

azimut=37.211201;

id=10;

side="WEST";

vehicle="USMC_Soldier_TL";

player="PLAYER COMMANDER";

leader=1;

rank="SERGEANT";

skill=0.46666664;

text="playerUnit";

init="task1 = playerUnit createSimpleTask [""ClearTown""]; task1 setSimpleTaskDescription [""Clear <marker name=dangerzone'>Kabanino</marker> of Chedaki presence"",""Clear Kabanino"","""]; task1 setSimpleTaskDestination (getMarkerPos ""dangerzone""); task1 setTaskState ""Assigned""; playerUnit setCurrentTask task1;";

synchronizations[]={16,17,15};

};

class Item1

{

position[]={5267.8291,353.47421,8105.9111};

azimut=37.211166;

id=11;

side="WEST";

vehicle="USMC_Soldier_AR";

rank="CORPORAL";

skill=0.33333331;

};

class Item2

{

position[]={5269.4204,353.40063,8104.7026};

azimut=37.211166;

id=12;

side="WEST";

vehicle="USMC_Soldier_LAT";

rank="CORPORAL";

skill=0.33333331;

};

class Item3

{

position[]={5271.0127,353.32693,8103.4937};

azimut=37.211166;

id=13;

side="WEST";

vehicle="USMC_Soldier";

skill=0.2;

};

};

class Waypoints

{

items=3;

class Item0

{

position[]={5330.7236,332.96918,8589.5527};

completitionRadius=100;

type="SAD";

description="Clear the village";

class Effects

{

};

showWP="NEVER";

};

class Item1

{

position[]={5140.709,347.50113,8562.9414};

synchronizations[]={1};

class Effects

{

};

showWP="NEVER";

};

class Item2

{

position[]={4966.6938,338.12979,8134.8789};

type="GETIN";

synchronizations[]={2};

class Effects

{

};

showWP="NEVER";

};

};

};

class Item4

{

side="LOGIC";

class Vehicles

{

items=1;

class Item0

{

position[]={5263.7817,355.53571,8137.6758};

id=15;

side="LOGIC";

vehicle="FirstAidSystem";

leader=1;

lock="UNLOCKED";

skill=0.60000002;

synchronizations[]={10};

};

};

};

class Item5

{

side="LOGIC";

class Vehicles

{

items=1;

class Item0

{

position[]={5262.3403,354.5202,8122.7798};

id=16;

side="LOGIC";

vehicle="BattleFieldClearance";

leader=1;

lock="UNLOCKED";

skill=0.60000002;

synchronizations[]={10};

};

};

};

class Item6

{

side="LOGIC";

class Vehicles

{

items=1;

class Item0

{

position[]={5245.8516,354.3038,8121.98};

id=17;

side="LOGIC";

vehicle="AlternativeInjurySimulation";

leader=1;

lock="UNLOCKED";

skill=0.60000002;

synchronizations[]={10};

};

};

};

class Item7

{

side="WEST";

class Vehicles

{

items=1;

class Item0

{

position[]={4261.1851,308.86459,8119.5703};

azimut=95;

id=18;

side="WEST";

vehicle="MTVR";

leader=1;

skill=0.60000002;

};

};

class Waypoints

{

items=4;

class Item0

{

position[]={4490.189,314.53223,8250.5811};

synchronizations[]={0};

class Effects

{

};

showWP="NEVER";

};

class Item1

{

position[]={4949.3008,337.20795,8142.73};

type="LOAD";

synchronizations[]={2};

class Effects

{

};

showWP="NEVER";

};

class Item2

{

position[]={4465.2886,313.88702,8228.6865};

class Effects

{

};

showWP="NEVER";

};

class Item3

{

position[]={3870.1648,308.31055,8188.2642};

class Effects

{

};

showWP="NEVER";

};

};

};

};

class Vehicles

{

items=1;

class Item0

{

position[]={5333.5078,333.86798,8558.6436};

azimut=118.11903;

id=14;

side="EMPTY";

vehicle="MASH";

leader=1;

skill=0.46666664;

};

};

class Markers

{

items=9;

class Item0

{

position[]={5334.2603,333.75122,8559.4844};

name="hospital";

text="Field hospital";

type="hd_warning";

colorName="ColorBlue";

};

class Item1

{

position[]={5329.459,333.47446,8569.7461};

name="dangerzone";

markerType="ELLIPSE";

type="Empty";

colorName="ColorRed";

a=150;

b=200;

angle=-60.531429;

};

class Item2

{

position[]={5269.4233,353.79211,8111.0249};

name="start";

text="Infiltration Point";

type="hd_start";

angle=37.211201;

};

class Item3

{

position[]={4959.8306,338.05103,8138.4551};

name="exfil";

text="Extraction Point";

type="hd_end";

};

class Item4

{

position[]={5315.2188,356.03925,8154.5771};

name="arrow1";

type="mil_arrow";

angle=37.343315;

};

class Item5

{

position[]={5388.3564,348.50079,8345.127};

name="arrow1_1";

type="mil_arrow";

angle=10.395315;

};

class Item6

{

position[]={5424.1626,338.46548,8425.9189};

name="arrow1_1_1";

type="mil_arrow";

angle=24.610594;

};

class Item7

{

position[]={5373.8804,356.95532,8236.8955};

name="arrow1_2";

type="mil_arrow";

angle=6.8523555;

};

class Item8

{

position[]={5430.2578,330.48175,8511.2842};

name="arrow1_1_1_1";

type="mil_arrow";

angle=-21.714836;

};

};

class Sensors

{

items=3;

class Item0

{

position[]={5329.3862,333.25842,8574.5195};

a=180;

b=180;

activationBy="GROUP";

activationType="NOT PRESENT";

interruptable=1;

age="UNKNOWN";

idVehicle=0;

text="ClearTown";

expActiv="task1 setTaskState ""Succeeded""; task2 = playerUnit createSimpleTask [""Exfiltrate""]; task2 setSimpleTaskDescription [""Move to the <marker name=exfil'>exfiltration point</marker>"", ""Exfiltrate"", ""Exfiltrate"]; task2 setSimpleTaskDestination (getMarkerPos ""exfil""); task2 setTaskState ""Created""; hint ""Town is clear""; playerUnit setCurrentTask task2;";

class Effects

{

};

synchronizations[]={0,1};

};

class Item1

{

position[]={4541.3169,316.61597,8232.918};

activationBy="VEHICLE";

interruptable=1;

type="END1";

age="UNKNOWN";

idVehicle=10;

text="Finish";

class Effects

{

};

};

class Item2

{

position[]={4954.8628,337.62314,8140.2715};

activationBy="VEHICLE";

interruptable=1;

age="UNKNOWN";

idVehicle=10;

text="exfilcomplete";

expActiv="task2 setTaskState ""Succeeded"";";

class Effects

{

};

};

};

};

class Intro

{

addOns[]=

{

"chernarus"

};

addOnsAuto[]=

{

"chernarus"

};

randomSeed=10354179;

class Intel

{

};

};

class OutroWin

{

addOns[]=

{

"chernarus"

};

addOnsAuto[]=

{

"chernarus"

};

randomSeed=702467;

class Intel

{

};

};

class OutroLoose

{

addOns[]=

{

"chernarus"

};

addOnsAuto[]=

{

"chernarus"

};

randomSeed=5679107;

class Intel

{

};

};

I'm having some problems

  1. The Search and Destroy waypoint overlaps with the first task. I could not use any waypoints, but then I would have to use complex scripting to call the evac truck.
  2. Sometimes, the "town clear" trigger sets off and there's still some enemies in the town. What kind of trigger should I use instead?
  3. I've tried to create a diary in my unit's init, but I get the error message "type diary expected nothing".

The game is a clean ArmA 2 1.07 from Steam.

PS: I've been looking for a good reference manual with all the functions, parameters and stuff. The wiki is good, but it's a bit confusing sometimes. Google for some html reference manual and you will see what kind of manual I'm talking about.

Edited by BlueSilence

Share this post


Link to post
Share on other sites

Why so complicated:

1.) Set you group with playable units in it.

2.) setup the following waypoints: Move into town, S&D area of town, cycle, move out of town...

3.) Set trigger over the town with condition: Enemy not present once, type: switch.

4.) Synchronize with cycle Waypoint.

As soon as the Enemys are gone, you should get the last move-WP...

Share this post


Link to post
Share on other sites
Why so complicated:

1.) Set you group with playable units in it.

2.) setup the following waypoints: Move into town, S&D area of town, cycle, move out of town...

3.) Set trigger over the town with condition: Enemy not present once, type: switch.

4.) Synchronize with cycle Waypoint.

As soon as the Enemys are gone, you should get the last move-WP...

Hmm... I thought cycle waypoints were used to go back to the initial waypoint (for making a route for a sentinel). The Wiki is very sketchy about some topics, including triggers... It only covers triggers on OFP, and only partially on ArmA 1...

Share this post


Link to post
Share on other sites
Hmm... I thought cycle waypoints were used to go back to the initial waypoint (for making a route for a sentinel). The Wiki is very sketchy about some topics, including triggers... It only covers triggers on OFP, and only partially on ArmA 1...

True, but what is said about OFP is working in ArmA2, about triggers or waypoints in the mission editor.

Edited by ProfTournesol

Share this post


Link to post
Share on other sites
Hmm... I thought cycle waypoints were used to go back to the initial waypoint (for making a route for a sentinel). The Wiki is very sketchy about some topics, including triggers... It only covers triggers on OFP, and only partially on ArmA 1...

http://community.bistudio.com/wiki/ArmA:_Mission_Editor

Cycle - This waypoint type will change the group's active waypoint to the nearest waypoint other than the group's previous waypoint. Note that the automatically created first waypoint (the leader's initial position as seen in the map editor) is considered as a Move type waypoint and can be used by the Cycle waypoint. A Cycle type waypoint can be used to make the group move in an infinite loop, a great and easy way to create a patrol. Either a Switch trigger or script can be used to "break" a group out of a cycle loop.

Share this post


Link to post
Share on other sites

Thank you a lot kylania. That will be very useful.

Anyway, in this case I have the Search and Destroy waypoint, then a Move waypoint and finally a Get In synced with the truck's Load waypoint. The truck also has a Move waypoint before the Load. Both Moves are synced with the Town Clear trigger. That should be enough, right?

Share this post


Link to post
Share on other sites

Here is what you should do... (im just recapping for you)

1: Create a Trigger that is slightly bigger than the town.

-Once

-OPFOR

-Not Present

Name: EmptyCheck

Activation: player sideChat "Town is Clear, lets move on";

2: Create another trigger the same size as the previous trigger over the town

-Once

-BLUFOR

-Detected by OPFOR

Name: Detected

Sound: Alarm

3: Create your groups of enemies inside the trigger

4: Create your group to attack the town

5: For your Group

-Create a move waypoint outside of the town.

-Create a Search and Destroy inside the town

-Sync the Search and Destroy Waypoint to the EmptyCheck Trigger

-Create a waypoint out of the town

6: For your enemy Patrol Unit's

-Create a waypoint to 4 or more positions then cycle it

-Sync the Cycle Waypoint to the Detected Trigger

-Create a waypoint somewhere in the town you want the group to defend

Combat Mode: Open Fire, Engage At Will

Behaviour: Aware (or Danger)

Waypoint Type: Guard (if you have a Guard Trigger) or any other type. (Even a move waypoint will do)

---------- Post added at 18:20 ---------- Previous post was at 18:19 ----------

Hope that helps in some way

Share this post


Link to post
Share on other sites

6: For your enemy Patrol Unit's

-Create a waypoint to 4 or more positions then cycle it

-Sync the Cycle Waypoint to the Detected Trigger

-Create a waypoint somewhere in the town you want the group to defend

Combat Mode: Open Fire, Engage At Will

Behaviour: Aware (or Danger)

Waypoint Type: Guard (if you have a Guard Trigger) or any other type. (Even a move waypoint will do)

Thanks WoodyUk. I've found that a Dismissed waypoint also works, and unit routes are more random than in a preplaned patrol. An alarm on the trigger effects is a good detail, but how do I make it stop after a few minutes?:butbut:

Share this post


Link to post
Share on other sites
An alarm on the trigger effects is a good detail, but how do I make it stop after a few minutes?:butbut:

Name the alarm trigger something like alarmTrigger. Have another trigger with:

Countdown - Min: 160 Mid: 180 Max: 200

Condition of:

triggerActivated alarmTrigger

onAct of:

deleteVehicle alarmTrigger

What will happen is when the alarm goes off the second trigger will activate, wait for around 3 minutes (160 to 200 seconds) then delete the other trigger with the alarm.

Share this post


Link to post
Share on other sites
Name the alarm trigger something like alarmTrigger. Have another trigger with:

Countdown - Min: 160 Mid: 180 Max: 200

Condition of:

triggerActivated alarmTrigger

onAct of:

deleteVehicle alarmTrigger

What will happen is when the alarm goes off the second trigger will activate, wait for around 3 minutes (160 to 200 seconds) then delete the other trigger with the alarm.

That doesn't work. What type of trigger the alarm shutter has to be?

Plus, I'm trying to change my group's weapons for MP5SD's and M9s. I remove their weapons and put the ones I want, but I can't add the magazines. I've tried "30rnd_9x19_MP5SD", "MP5SD", "MP5SDmagazine".... nothing works. Same happens with the M9. Wait... what the hell? Now it works!! This thing is teasing me... Anyway, now everyone has to reload his gun at the mission start, but it's not a big deal. Is there a way to create a weapon already loaded?

And finally, I still can't write a diary. "Type Diary record. Expected nothing"...

Edited by BlueSilence

Share this post


Link to post
Share on other sites
That doesn't work. What type of trigger the alarm shutter has to be?

That does work, I tested it before posting. This is using the "Alarm" trigger sound from Effects. If you're calling the sound some other way you'll need to kill the sound with some other method. There's no Type required, (none is fine) for the trigger to cut off the sound since it's using 'triggerActivated' as it's condition.

Anyway, now everyone has to reload his gun at the mission start

Make sure you add a magazine before adding a weapon or else they'll start uploaded.

And finally, I still can't write a diary. "Type Diary record. Expected nothing"...

player createDiaryRecord["Diary", ["Mission Notes", "<br/>These are notes, about the mission.<br/><img image='512x512.jpg'/><br/>Remember if you need to use 'quotes' in here they have to be single quotes or ""double quotes"" or else it'll break."]];

Share this post


Link to post
Share on other sites
That does work, I tested it before posting. This is using the "Alarm" trigger sound from Effects. If you're calling the sound some other way you'll need to kill the sound with some other method. There's no Type required, (none is fine) for the trigger to cut off the sound since it's using 'triggerActivated' as it's condition.

Make sure you add a magazine before adding a weapon or else they'll start uploaded.

player createDiaryRecord["Diary", ["Mission Notes", "<br/>These are notes, about the mission.<br/><img image='512x512.jpg'/><br/>Remember if you need to use 'quotes' in here they have to be single quotes or ""double quotes"" or else it'll break."]];

I have a trigger about the same size as the town called "Alarm". It is BLUFOR detected by OPFOR. It's Switch type. In its effects it has the Alarm sound effect.

The other trigger is called "killAlarm". Its none present, type none. Its Countown with 10, 15 and 20 (for testing). Its condition is "triggerActivated Alarm;" and its onAct is "deleteVehicle Alarm;".

But it doesn't work...

I tested it with a hint command besides the deleteVehicle, and it shows up. Maybe deleteVehicle doesn't work with triggers, or maybe the alarm keeps going even if the trigger no longer exists.

The diary thing still doesn't work. I know the double quotes breaks it, like in HTML. I still get the "type dyari expected nothing" message.

The good news is that by adding the magazines before adding the weapons does the job.:)

Share this post


Link to post
Share on other sites

Here's a demo mission for you to see how it all works.

It uses a BLUFOR Detected by OPFOR trigger switched to a HOLD waypoint of a nearby helicopter. When that trigger goes off it unhides a marker that we hid in the init.sqf and turns it red. This trigger is called "alarm".

There's another trigger that waits for the alarm trigger to be activated for 5 seconds. Once it has it displays a hint that it's been activated and deletes the first trigger.

I've also added a third trigger which checks for isNull alarm, which is effectively an alive alarm test to show that the firsts trigger really is being deleted. That trigger turns the alarm marker green and completes a player task.

The diary thing seems to be because you were trying to run it from the init field which is giving that error. It needs to go in an external script because it happens before the game starts. I've given you an example of that in this demo.

Edited by kylania
Explanation of the demo mission.

Share this post


Link to post
Share on other sites

It's kind of working now, but its very basic. Kylania, the mission you posted is for OA, which unfortunately I don't have. If you can make it for Utes, I would appreciate. If you can't, nevermind.

Take a look.

version=11;
class Mission
{
   addOns[]=
   {
       "CAAir",
       "CABuildings",
       "CACharacters",
       "CAMisc",
       "CATracked",
       "CAWater",
       "CAWeapons",
       "CAWheeled",
       "cacharacters2",
       "ca_modules_silvie",
       "CA_Modules_Alice",
       "ca_missions_firstaidsystem",
       "ca_missions_battlefieldclearance",
       "ca_missions_alternativeinjurysimulation",
       "CAWheeled2_MTVR",
       "camisc3",
       "chernarus"
   };
   addOnsAuto[]=
   {
       "cacharacters2",
       "ca_modules_silvie",
       "CA_Modules_Alice",
       "ca_missions_firstaidsystem",
       "ca_missions_battlefieldclearance",
       "ca_missions_alternativeinjurysimulation",
       "CAWheeled2_MTVR",
       "CABuildings",
       "camisc3",
       "chernarus"
   };
   randomSeed=16042499;
   class Intel
   {
       briefingName="Clear Kabanino";
       briefingDescription="Clear the town";
       resistanceWest=0;
       startWeather=0.61678594;
       forecastWeather=0.61834592;
       year=2010;
       month=10;
       day=13;
       hour=2;
       minute=0;
   };
   class Groups
   {
       items=8;
       class Item0
       {
           side="EAST";
           class Vehicles
           {
               items=8;
               class Item0
               {
                   presence=0.4998804;
                   position[]={5319.6733,333.29865,8596.2354};
                   id=2;
                   side="EAST";
                   vehicle="Ins_Soldier_MG";
                   rank="CORPORAL";
                   skill=0.33333331;
               };
               class Item1
               {
                   position[]={5321.6733,333.20059,8596.2354};
                   id=3;
                   side="EAST";
                   vehicle="Ins_Soldier_AT";
                   skill=0.2;
               };
               class Item2
               {
                   presence=0.50292379;
                   position[]={5323.6733,333.10251,8596.2354};
                   id=4;
                   side="EAST";
                   vehicle="Ins_Soldier_AT";
                   skill=0.2;
               };
               class Item3
               {
                   position[]={5325.6733,333.11618,8596.2354};
                   id=5;
                   side="EAST";
                   vehicle="Ins_Soldier_AR";
                   skill=0.2;
               };
               class Item4
               {
                   presence=0.50292379;
                   position[]={5327.6733,333.16583,8596.2354};
                   id=6;
                   side="EAST";
                   vehicle="Ins_Soldier_AR";
                   skill=0.2;
               };
               class Item5
               {
                   position[]={5329.6733,333.21552,8596.2354};
                   id=7;
                   side="EAST";
                   vehicle="Ins_Soldier_2";
                   skill=0.2;
               };
               class Item6
               {
                   position[]={5314.6733,333.50983,8601.2354};
                   id=0;
                   side="EAST";
                   vehicle="INS_Soldier_CO";
                   leader=1;
                   rank="SERGEANT";
                   skill=0.46666664;
               };
               class Item7
               {
                   position[]={5317.6733,333.3967,8596.2354};
                   id=1;
                   side="EAST";
                   vehicle="Ins_Soldier_MG";
                   rank="CORPORAL";
                   skill=0.33333331;
               };
           };
           class Waypoints
           {
               items=1;
               class Item0
               {
                   position[]={5314.6733,333.50983,8601.2354};
                   id=0;
                   type="DISMISS";
                   combat="SAFE";
                   class Effects
                   {
                   };
                   showWP="NEVER";
               };
           };
       };
       class Item1
       {
           side="LOGIC";
           class Vehicles
           {
               items=1;
               class Item0
               {
                   position[]={4285.1523,316.43359,8581.5186};
                   id=8;
                   side="LOGIC";
                   vehicle="SilvieManager";
                   leader=1;
                   lock="UNLOCKED";
                   skill=0.60000002;
               };
           };
       };
       class Item2
       {
           side="LOGIC";
           class Vehicles
           {
               items=1;
               class Item0
               {
                   position[]={4288.5371,314.6312,8437.8574};
                   id=9;
                   side="LOGIC";
                   vehicle="AliceManager";
                   leader=1;
                   lock="UNLOCKED";
                   skill=0.60000002;
               };
           };
       };
       class Item3
       {
           side="WEST";
           class Vehicles
           {
               items=4;
               class Item0
               {
                   position[]={5268.4614,353.83273,8111.7085};
                   azimut=37.211201;
                   id=10;
                   side="WEST";
                   vehicle="FR_TL";
                   player="PLAYER COMMANDER";
                   leader=1;
                   rank="SERGEANT";
                   skill=0.46666664;
                   text="playerUnit";
                   init="task1 = playerUnit createSimpleTask [""ClearTown""];  task1 setSimpleTaskDescription [""Clear <marker name='dangerzone'>Kabanino</marker> of Chedaki presence"",""Clear Kabanino"",""""];  task1 setSimpleTaskDestination (getMarkerPos ""dangerzone"");  task1 setTaskState ""Assigned"";  playerUnit setCurrentTask task1; removeAllWeapons this;  {this addMagazine ""30rnd_9x19_MP5SD""} forEach [1,2,3,4,5,6];  {this addMagazine ""15Rnd_9x19_M9""} forEach [1,2,3,4];  {this addMagazine ""HandGrenade_West""} forEach [1,2];  this addMagazine ""SmokeShellRed"";  this addMagazine ""SmokeShellGreen"";  this addWeapon ""MP5SD"";  this addWeapon ""M9"";  this addWeapon ""Binocular"";  this addWeapon ""NVGoggles"";";
                   synchronizations[]={16,17,15};
               };
               class Item1
               {
                   position[]={5267.8291,353.47421,8105.9111};
                   azimut=37.211201;
                   id=11;
                   side="WEST";
                   vehicle="FR_R";
                   rank="CORPORAL";
                   skill=0.33333331;
                   init="removeAllWeapons this;  {this addMagazine ""30rnd_9x19_MP5SD""} forEach [1,2,3,4,5,6];  {this addMagazine ""15Rnd_9x19_M9""} forEach [1,2,3,4];  {this addMagazine ""HandGrenade_West""} forEach [1,2];  this addMagazine ""SmokeShellRed"";  this addMagazine ""SmokeShellGreen"";  this addWeapon ""MP5SD"";  this addWeapon ""M9"";  this addWeapon ""Binocular"";  this addWeapon ""NVGoggles"";";
               };
               class Item2
               {
                   position[]={5269.4204,353.40063,8104.7026};
                   azimut=37.211201;
                   id=12;
                   side="WEST";
                   vehicle="FR_R";
                   rank="CORPORAL";
                   skill=0.33333331;
                   init="removeAllWeapons this;  {this addMagazine ""30rnd_9x19_MP5SD""} forEach [1,2,3,4,5,6];  {this addMagazine ""15Rnd_9x19_M9""} forEach [1,2,3,4];  {this addMagazine ""HandGrenade_West""} forEach [1,2];  this addMagazine ""SmokeShellRed"";  this addMagazine ""SmokeShellGreen"";  this addWeapon ""MP5SD"";  this addWeapon ""M9"";  this addWeapon ""Binocular"";  this addWeapon ""NVGoggles"";";
               };
               class Item3
               {
                   position[]={5271.0127,353.32693,8103.4937};
                   azimut=37.211201;
                   id=13;
                   side="WEST";
                   vehicle="FR_R";
                   skill=0.2;
                   init="removeAllWeapons this;  {this addMagazine ""30rnd_9x19_MP5SD""} forEach [1,2,3,4,5,6];  {this addMagazine ""15Rnd_9x19_M9""} forEach [1,2,3,4];  {this addMagazine ""HandGrenade_West""} forEach [1,2];  this addMagazine ""SmokeShellRed"";  this addMagazine ""SmokeShellGreen"";  this addWeapon ""MP5SD"";  this addWeapon ""M9"";  this addWeapon ""Binocular"";  this addWeapon ""NVGoggles"";";
               };
           };
           class Waypoints
           {
               items=3;
               class Item0
               {
                   position[]={5330.7236,332.96918,8589.5527};
                   completitionRadius=100;
                   type="SAD";
                   description="Clear the village";
                   class Effects
                   {
                   };
                   showWP="NEVER";
               };
               class Item1
               {
                   position[]={5140.709,347.50113,8562.9414};
                   synchronizations[]={1};
                   class Effects
                   {
                   };
                   showWP="NEVER";
               };
               class Item2
               {
                   position[]={4966.6938,338.12979,8134.8789};
                   type="GETIN";
                   synchronizations[]={2};
                   class Effects
                   {
                   };
                   showWP="NEVER";
               };
           };
       };
       class Item4
       {
           side="LOGIC";
           class Vehicles
           {
               items=1;
               class Item0
               {
                   position[]={5263.7817,355.53571,8137.6758};
                   id=15;
                   side="LOGIC";
                   vehicle="FirstAidSystem";
                   leader=1;
                   lock="UNLOCKED";
                   skill=0.60000002;
                   synchronizations[]={10};
               };
           };
       };
       class Item5
       {
           side="LOGIC";
           class Vehicles
           {
               items=1;
               class Item0
               {
                   position[]={5262.3403,354.5202,8122.7798};
                   id=16;
                   side="LOGIC";
                   vehicle="BattleFieldClearance";
                   leader=1;
                   lock="UNLOCKED";
                   skill=0.60000002;
                   synchronizations[]={10};
               };
           };
       };
       class Item6
       {
           side="LOGIC";
           class Vehicles
           {
               items=1;
               class Item0
               {
                   position[]={5245.8516,354.3038,8121.98};
                   id=17;
                   side="LOGIC";
                   vehicle="AlternativeInjurySimulation";
                   leader=1;
                   lock="UNLOCKED";
                   skill=0.60000002;
                   synchronizations[]={10};
               };
           };
       };
       class Item7
       {
           side="WEST";
           class Vehicles
           {
               items=1;
               class Item0
               {
                   position[]={4261.1851,308.86459,8119.5703};
                   azimut=95;
                   id=18;
                   side="WEST";
                   vehicle="MTVR";
                   leader=1;
                   skill=0.60000002;
               };
           };
           class Waypoints
           {
               items=4;
               class Item0
               {
                   position[]={4490.189,314.53223,8250.5811};
                   synchronizations[]={0};
                   class Effects
                   {
                   };
                   showWP="NEVER";
               };
               class Item1
               {
                   position[]={4949.3008,337.20795,8142.73};
                   type="LOAD";
                   synchronizations[]={2};
                   class Effects
                   {
                   };
                   showWP="NEVER";
               };
               class Item2
               {
                   position[]={4465.2886,313.88702,8228.6865};
                   class Effects
                   {
                   };
                   showWP="NEVER";
               };
               class Item3
               {
                   position[]={3870.1648,308.31055,8188.2642};
                   class Effects
                   {
                   };
                   showWP="NEVER";
               };
           };
       };
   };
   class Vehicles
   {
       items=1;
       class Item0
       {
           position[]={5333.5078,333.86798,8558.6436};
           azimut=118.11903;
           id=14;
           side="EMPTY";
           vehicle="MASH";
           leader=1;
           skill=0.46666664;
       };
   };
   class Markers
   {
       items=9;
       class Item0
       {
           position[]={5334.2603,333.75122,8559.4844};
           name="hospital";
           text="Field hospital";
           type="hd_warning";
           colorName="ColorBlue";
       };
       class Item1
       {
           position[]={5329.459,333.47446,8569.7461};
           name="dangerzone";
           markerType="ELLIPSE";
           type="Empty";
           colorName="ColorRed";
           a=150;
           b=200;
           angle=-60.531429;
       };
       class Item2
       {
           position[]={5269.4233,353.79211,8111.0249};
           name="start";
           text="Infiltration Point";
           type="hd_start";
           angle=37.211201;
       };
       class Item3
       {
           position[]={4959.8306,338.05103,8138.4551};
           name="exfil";
           text="Extraction Point";
           type="hd_end";
       };
       class Item4
       {
           position[]={5315.2188,356.03925,8154.5771};
           name="arrow1";
           type="mil_arrow";
           angle=37.343315;
       };
       class Item5
       {
           position[]={5388.3564,348.50079,8345.127};
           name="arrow1_1";
           type="mil_arrow";
           angle=10.395315;
       };
       class Item6
       {
           position[]={5424.1626,338.46548,8425.9189};
           name="arrow1_1_1";
           type="mil_arrow";
           angle=24.610594;
       };
       class Item7
       {
           position[]={5373.8804,356.95532,8236.8955};
           name="arrow1_2";
           type="mil_arrow";
           angle=6.8523555;
       };
       class Item8
       {
           position[]={5430.2578,330.48175,8511.2842};
           name="arrow1_1_1_1";
           type="mil_arrow";
           angle=-21.714836;
       };
   };
   class Sensors
   {
       items=3;
       class Item0
       {
           position[]={5329.3862,333.25842,8574.5195};
           a=180;
           b=180;
           activationBy="EAST";
           activationType="NOT PRESENT";
           interruptable=1;
           type="SWITCH";
           age="UNKNOWN";
           text="ClearTown";
           expActiv="task1 setTaskState ""Succeeded""; task2 = playerUnit createSimpleTask [""Exfiltrate""]; task2 setSimpleTaskDescription [""Move to the <marker name='exfil'>exfiltration point</marker>"", ""Exfiltrate"", ""Exfiltrate""]; task2 setSimpleTaskDestination (getMarkerPos ""exfil""); task2 setTaskState ""Created""; playerUnit setCurrentTask task2; [WEST, ""HQ""] sideChat ""Town is clear. Move to the extraction point"";";
           class Effects
           {
           };
           synchronizations[]={0,1};
       };
       class Item1
       {
           position[]={4541.3169,316.61597,8232.918};
           activationBy="VEHICLE";
           interruptable=1;
           type="END1";
           age="UNKNOWN";
           idVehicle=10;
           text="Finish";
           class Effects
           {
           };
       };
       class Item2
       {
           position[]={4954.8628,337.62314,8140.2715};
           activationBy="VEHICLE";
           interruptable=1;
           age="UNKNOWN";
           idVehicle=10;
           text="exfilcomplete";
           expActiv="task2 setTaskState ""Succeeded"";";
           class Effects
           {
           };
       };
   };
};
class Intro
{
   addOns[]=
   {
       "chernarus"
   };
   addOnsAuto[]=
   {
       "chernarus"
   };
   randomSeed=10354179;
   class Intel
   {
   };
};
class OutroWin
{
   addOns[]=
   {
       "chernarus"
   };
   addOnsAuto[]=
   {
       "chernarus"
   };
   randomSeed=702467;
   class Intel
   {
   };
};
class OutroLoose
{
   addOns[]=
   {
       "chernarus"
   };
   addOnsAuto[]=
   {
       "chernarus"
   };
   randomSeed=5679107;
   class Intel
   {
   };
};

Edited by BlueSilence

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×