211 lines
7.3 KiB
Plaintext
211 lines
7.3 KiB
Plaintext
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//Custom Spawns file//
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// These custom spawns are for use in static mission locations. You can set markers in mission.sqm if you want them.
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/*
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Custom group spawns Eg.
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[
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[953.237,4486.48,0.001], // Position
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4, // Number Of units
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"Random", // Skill level of unit (easy, medium, hard, extreme, Random)
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"Random", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
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4, // Number of magazines
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"Random", // Backpack classname, use "Random" or classname here
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"Random", // Skin classname, use "Random" or classname here
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"Random", // Gearset number. "Random" for random gear set
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"Bandit" // AI Type, "Hero" or "Bandit".
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] call spawn_group;
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Place your custom group spawns below
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*/
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/*
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Custom static weapon spawns Eg. (with multiple positions)
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[
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[ // Position(s) (can be multiple)
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[911.21,4532.76,2.62],
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[921.21,4542.76,2.62]
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],
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"M2StaticMG", // Classname of turret
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"easy", // Skill level of unit (easy, medium, hard, extreme, Random)
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"Bandit2_DZ", // Skin classname, use "Random" or classname here
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"Bandit", // AI Type, "Hero" or "Bandit".
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"Random", // Primary gun set number. "Random" for random weapon set
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2, // Number of magazines
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"Random", // Backpack classname, use "Random" or classname here
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"Random" // Gearset classname, use "Random" or classname here
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] call spawn_static;
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Place your custom static weapon spawns below
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*/
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/*
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Custom Chopper Patrol spawn Eg.
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[
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[725.391,4526.06,0], // Position to patrol
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700, // Radius of patrol
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10, // Number of waypoints to give
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"UH1H_DZ", // Classname of vehicle (make sure it has driver and two gunners)
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"Random", // Skill level of units (easy, medium, hard, extreme, Random)
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"Random", // Skin classname, use "Random" or classname here
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"Bandit" // AI Type, "Hero" or "Bandit".
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] call heli_patrol;
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Place your heli patrols below
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*/
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/*
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Custom Vehicle patrol spawns Eg. (Watch out they are stupid)
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[
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[725.391,4526.06,0], // Position to patrol
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[725.391,4526.06,0], // Position to spawn at
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200, // Radius of patrol
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10, // Number of waypoints to give
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"HMMWV_Armored", // Classname of vehicle (make sure it has driver and gunner)
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"Random", // Skill level of units (easy, medium, hard, extreme, Random)
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"Random", // Skin classname, use "Random" or classname here
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"Bandit" // AI Type, "Hero" or "Bandit".
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] call vehicle_patrol;
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Place your vehicle patrols below this line
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*/
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/*
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Custom Boat patrol spawns
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[
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[725.391,4526.06,0], // Position to patrol
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[725.391,4526.06,0], // Position to spawn at
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150, // Radius of patrol. Your spawn point should be at least this distance from shore.
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10, // Number of waypoints to give
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"RHIB", // Classname of armed boat (make sure it has driver and gunner)
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"Random", // Skill level of units (easy, medium, hard, extreme, Random)
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"Random", // Skin classname, use "Random" or classname here
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"Bandit" // AI Type, "Hero" or "Bandit".
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] call vehicle_patrol;
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Place your boat patrols below this line
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*/
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/* Uncomment this section for Skalisty Island Boat Patrols
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[
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[13117.2,2866.65,0], // Position to patrol
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[13117.2,2866.65,0], // Position to spawn at, can be same as patrol location
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150, // Radius of patrol
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10, // Number of waypoints to give
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"RHIB", // Classname of armed boat (make sure it has driver and gunner)
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"Random", // Skill level of units (easy, medium, hard, extreme, Random)
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"Random", // Skin classname, use "Random" or classname here
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"Bandit" // AI Type, "Hero" or "Bandit".
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] call vehicle_patrol;
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[
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[13552.5,2566.86,0], // Position to patrol
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[13552.5,2566.86,0], // Position to spawn at, can be same as patrol location
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150, // Radius of patrol
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10, // Number of waypoints to give
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"RHIB", // Classname of armed boat (make sure it has driver and gunner)
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"Random", // Skill level of units (easy, medium, hard, extreme, Random)
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"Random", // Skin classname, use "Random" or classname here
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"Bandit" // AI Type, "Hero" or "Bandit".
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] call vehicle_patrol;
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[
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[13908.3,3259.23,0], // Position to patrol
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[13908.3,3259.23,0], // Position to spawn at, can be same as patrol location
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150, // Radius of patrol
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10, // Number of waypoints to give
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"RHIB", // Classname of armed boat (make sure it has driver and gunner)
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"Random", // Skill level of units (easy, medium, hard, extreme, Random)
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"Random", // Skin classname, use "Random" or classname here
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"Bandit" // AI Type, "Hero" or "Bandit".
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] call vehicle_patrol;
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*/
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/*
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Paradropped unit custom spawn Eg.
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[
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[911.21545,4532.7612,2.6292224], // Position that units will be dropped by
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400, // Radius from drop position a player has to be to spawn chopper
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"UH1H_DZ", // Classname of chopper (Make sure it has 2 gunner seats!)
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"North", // Direction of approach for the helicopter. Options: "North","South","East","West"
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[3000,4000], // Random distance from the mission the helicopter should start. [min distance, max distance].
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150, // Fly in height of the helicopter. Be careful that the height is not too low or the AI might die when they hit the ground
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1.0, // Time in seconds between each deployed paratrooper. Higher number means paradropped AI will be more spread apart. Time of 0 means they all jump out rapidly.
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200, // Distance from the mission the helicopter should start dropping paratroopers
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5, // Number of units to be para dropped
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"Random", // Skill level of units (easy, medium, hard, extreme, Random)
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"Random", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
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4, // Number of magazines
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"Random", // Backpack classname, use "Random" or classname here
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"Bandit2_DZ", // Skin classname, use "Random" or classname here
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"Random", // Gearset number. "Random" for random gear set.
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"Bandit", // AI Type, "Hero" or "Bandit".
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true // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire.
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] spawn heli_para;
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Place your paradrop spawns under this line
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*/
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/* Custom Crate Spawns
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_position = [911.21545,4532.7612,0]; // Position of the crate
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_loot =
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[
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0, // Max number of long guns OR [MAX number of long guns,gun_array]
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0, // Max number of tools OR [MAX number of tools,tool_array]
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0, // Max number of items OR [MAX number of items,item_array]
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0, // Max number of pistols OR [MAX number of pistol,pistol_array]
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0 // Max number of backpacks OR [MAX number of backpacks,backpack_array]
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];
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// Spawn one crate - Best option for static positions because offsets are not needed.
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[[
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[_loot,crates_large,[0,0]] // [loot variable, crate array, 2d offsets]
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],_position] call wai_spawnCrate;
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// Multiple crate spawning option
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[[
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[_loot,"USVehicleBox",[0,0]], // [loot variable, crate classname, 2d offsets]
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[[0,0,[3,crate_items_crop_raider],0,0],crates_large,[0,0,0]], // [loot variable, crate array, 3d offsets]
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[[0,0,0,0,0],crates_large,[0,0],60] // [loot array, crate array, 2d offsets, optional direction]
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],_position] call wai_spawnCrate;
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Place your crate spawns under this line
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*/
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diag_log format["WAI: Static mission for %1 loaded", missionName];
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