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Posts posted by Rosso777
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Hi all! I am trying to setup a position array for a static DMS mission. Here is the current code for the mission; I am not sure what to comment out and how to arrange the _pos code for the dozens of coords I have.
Spoiler/*
Sample mission
Created by Defent and eraser1Called from DMS_selectMission
*/private ["_num", "_group", "_pos", "_side", "_OK", "_difficulty", "_AICount", "_type", "_launcher", "_crate1", "_wreck", "_crate_loot_values1", "_missionAIUnits", "_missionObjs", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_markers", "_time", "_added", "_cleanup"];
// For logging purposes
_num = DMS_MissionCount;
// Set mission side
_side = "bandit";// This part is unnecessary, but exists just as an example to format the parameters for "DMS_fnc_MissionParams" if you want to explicitly define the calling parameters for DMS_fnc_FindSafePos.
// It also allows anybody to modify the default calling parameters easily.
if ((isNil "_this") || {_this isEqualTo [] || {!(_this isEqualType [])}}) then
{
_this =
[
[10,DMS_WaterNearBlacklist,DMS_MinSurfaceNormal,DMS_SpawnZoneNearBlacklist,DMS_TraderZoneNearBlacklist,DMS_MissionNearBlacklist,DMS_PlayerNearBlacklist,DMS_TerritoryNearBlacklist,DMS_ThrottleBlacklists],
[
[]
],
_this
];
};// Check calling parameters for manually defined mission position.
// This mission doesn't use "_extraParams" in any way currently.
_OK = (_this call DMS_fnc_MissionParams) params
[
["_pos",[],[[]],[3]],
["_extraParams",[]]
];if !(_OK) exitWith
{
diag_log format ["DMS ERROR :: Called MISSION beertransport.sqf with invalid parameters: %1",_this];
};
// Set general mission difficulty
_difficulty = "easy";
// Create AI
_AICount = 3 + (round (random 2));_group =
[
_pos, // Position of AI
_AICount, // Number of AI
"random", // "random","hardcore","difficult","moderate", or "easy"
"random", // "random","assault","MG","sniper" or "unarmed" OR [_type,_launcher]
_side // "bandit","hero", etc.
] call DMS_fnc_SpawnAIGroup;/*
// Create Crates
_crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;_wreck = createVehicle ["Land_Wreck_Van_F",[(_pos select 0) - 10, (_pos select 1),-0.2],[], 0, "CAN_COLLIDE"];
// Set crate loot values
_crate_loot_values1 =
[
8, // Weapons
[10,["Exile_Item_Beer"]], // Items
1 // Backpacks
];
*/
// Define mission-spawned AI Units
_missionAIUnits =
[
_group // We only spawned the single group for this mission
];// Define mission-spawned objects and loot values
_missionObjs =
[
[_wreck],
[],
[[_crate1,_crate_loot_values1]]
];// Define Mission Start message
//_msgStart = ['#FFFF00',"A transport truck carrying beer and guns is being robbed, stop the robbers and steal the loot!"];// Define Mission Win message
//_msgWIN = ['#0080ff',"Convicts have successfully claimed all of the beer and guns. 'Murica."];// Define Mission Lose message
//_msgLOSE = ['#FF0000',"The robbers have taken off with all the beer and all the guns! What a travesty!"];// Define mission name (for map marker and logging)
//_missionName = "Beer N' Guns Truck";// Create Markers
_markers =
[
_pos,
_missionName,
_difficulty
] call DMS_fnc_CreateMarker;// Record time here (for logging purposes, otherwise you could just put "diag_tickTime" into the "DMS_AddMissionToMonitor" parameters directly)
_time = diag_tickTime;// Parse and add mission info to missions monitor
_added =
[
_pos,
[
[
"kill",
_group
],
[
"playerNear",
[_pos,DMS_playerNearRadius]
]
],
[
_time,
(DMS_MissionTimeOut select 0) + random((DMS_MissionTimeOut select 1) - (DMS_MissionTimeOut select 0))
],
_missionAIUnits,
_missionObjs,
[_missionName,_msgWIN,_msgLOSE],
_markers,
_side,
_difficulty,
[]
] call DMS_fnc_AddMissionToMonitor;// 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_AddMissionToMonitor! Deleting mission objects and resetting DMS_MissionCount.",_missionName];// Delete AI units and the crate. I could do it in one line but I just made a little function that should work for every mission (provided you defined everything correctly)
_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;
};
As always, any help is appreciated.
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Hi All! I am just trying to hide the map markers for Spawns and Traders, etc. that are all over the map. I feel like this is a simple fix, but I can't quite seem to crack it without causing spawns in the ocean. Any help is appreciated.
How to make a Mission File for a new map?
in Problems & Bugs
Posted
I would like to make the map 'Al Rayak' work for Exile, but I have no idea how to make a mission file. My initial thought was to copy the contents of the Chernarus mission file and edit where necessary, but even if that works, how do I know which trees to add to the "chop these trees for wood" section? How do I add the water pumps to make it possible to fill up water bottles? I can handle stuff like Loot Position creation if buildings are not covered, but I could still use some help with the initial setup of the map working with Exile. I will worry about traders and all that stuff later. I just need to know how to spawn in, cut trees down, make water pumps available. Or am I missing something?
Even if someone can point a link to a tutorial, that would be great, I just can't seem to find one.