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2022-04-21 16:15:41 +03:00
//Custom Spawns file//
// These custom spawns are for use in static mission locations. You can set markers in mission.sqm if you want them.
/*
Custom group spawns Eg.
[
[953.237,4486.48,0.001], // Position
4, // Number Of units
"Random", // Skill level of unit (easy, medium, hard, extreme, Random)
"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
4, // Number of magazines
"Random", // Backpack classname, use "Random" or classname here
"Random", // Skin classname, use "Random" or classname here
"Random", // Gearset number. "Random" for random gear set
"Bandit" // AI Type, "Hero" or "Bandit".
] call spawn_group;
Place your custom group spawns below
*/
/*
Custom static weapon spawns Eg. (with multiple positions)
[
[ // Position(s) (can be multiple)
[911.21,4532.76,2.62],
[921.21,4542.76,2.62]
],
"M2StaticMG", // Classname of turret
"easy", // Skill level of unit (easy, medium, hard, extreme, Random)
"Bandit2_DZ", // Skin classname, use "Random" or classname here
"Bandit", // AI Type, "Hero" or "Bandit".
"Random", // Primary gun set number. "Random" for random weapon set
2, // Number of magazines
"Random", // Backpack classname, use "Random" or classname here
"Random" // Gearset classname, use "Random" or classname here
] call spawn_static;
Place your custom static weapon spawns below
*/
/*
Custom Chopper Patrol spawn Eg.
[
[725.391,4526.06,0], // Position to patrol
700, // Radius of patrol
10, // Number of waypoints to give
"UH1H_DZ", // Classname of vehicle (make sure it has driver and two gunners)
"Random", // Skill level of units (easy, medium, hard, extreme, Random)
"Random", // Skin classname, use "Random" or classname here
"Bandit" // AI Type, "Hero" or "Bandit".
] call heli_patrol;
Place your heli patrols below
*/
/*
Custom Vehicle patrol spawns Eg. (Watch out they are stupid)
[
[725.391,4526.06,0], // Position to patrol
[725.391,4526.06,0], // Position to spawn at
200, // Radius of patrol
10, // Number of waypoints to give
"HMMWV_Armored", // Classname of vehicle (make sure it has driver and gunner)
"Random", // Skill level of units (easy, medium, hard, extreme, Random)
"Random", // Skin classname, use "Random" or classname here
"Bandit" // AI Type, "Hero" or "Bandit".
] call vehicle_patrol;
Place your vehicle patrols below this line
*/
/*
Custom Boat patrol spawns
[
[725.391,4526.06,0], // Position to patrol
[725.391,4526.06,0], // Position to spawn at
150, // Radius of patrol. Your spawn point should be at least this distance from shore.
10, // Number of waypoints to give
"RHIB", // Classname of armed boat (make sure it has driver and gunner)
"Random", // Skill level of units (easy, medium, hard, extreme, Random)
"Random", // Skin classname, use "Random" or classname here
"Bandit" // AI Type, "Hero" or "Bandit".
] call vehicle_patrol;
Place your boat patrols below this line
*/
/* Uncomment this section for Skalisty Island Boat Patrols
[
[13117.2,2866.65,0], // Position to patrol
[13117.2,2866.65,0], // Position to spawn at, can be same as patrol location
150, // Radius of patrol
10, // Number of waypoints to give
"RHIB", // Classname of armed boat (make sure it has driver and gunner)
"Random", // Skill level of units (easy, medium, hard, extreme, Random)
"Random", // Skin classname, use "Random" or classname here
"Bandit" // AI Type, "Hero" or "Bandit".
] call vehicle_patrol;
[
[13552.5,2566.86,0], // Position to patrol
[13552.5,2566.86,0], // Position to spawn at, can be same as patrol location
150, // Radius of patrol
10, // Number of waypoints to give
"RHIB", // Classname of armed boat (make sure it has driver and gunner)
"Random", // Skill level of units (easy, medium, hard, extreme, Random)
"Random", // Skin classname, use "Random" or classname here
"Bandit" // AI Type, "Hero" or "Bandit".
] call vehicle_patrol;
[
[13908.3,3259.23,0], // Position to patrol
[13908.3,3259.23,0], // Position to spawn at, can be same as patrol location
150, // Radius of patrol
10, // Number of waypoints to give
"RHIB", // Classname of armed boat (make sure it has driver and gunner)
"Random", // Skill level of units (easy, medium, hard, extreme, Random)
"Random", // Skin classname, use "Random" or classname here
"Bandit" // AI Type, "Hero" or "Bandit".
] call vehicle_patrol;
*/
/*
Paradropped unit custom spawn Eg.
[
[911.21545,4532.7612,2.6292224], // Position that units will be dropped by
400, // Radius from drop position a player has to be to spawn chopper
"UH1H_DZ", // Classname of chopper (Make sure it has 2 gunner seats!)
"North", // Direction of approach for the helicopter. Options: "North","South","East","West"
[3000,4000], // Random distance from the mission the helicopter should start. [min distance, max distance].
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
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.
200, // Distance from the mission the helicopter should start dropping paratroopers
5, // Number of units to be para dropped
"Random", // Skill level of units (easy, medium, hard, extreme, Random)
"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
4, // Number of magazines
"Random", // Backpack classname, use "Random" or classname here
"Bandit2_DZ", // Skin classname, use "Random" or classname here
"Random", // Gearset number. "Random" for random gear set.
"Bandit", // AI Type, "Hero" or "Bandit".
true // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire.
] spawn heli_para;
Place your paradrop spawns under this line
*/
/* Custom Crate Spawns
_position = [911.21545,4532.7612,0]; // Position of the crate
_loot =
[
0, // Max number of long guns OR [MAX number of long guns,gun_array]
0, // Max number of tools OR [MAX number of tools,tool_array]
0, // Max number of items OR [MAX number of items,item_array]
0, // Max number of pistols OR [MAX number of pistol,pistol_array]
0 // Max number of backpacks OR [MAX number of backpacks,backpack_array]
];
// Spawn one crate - Best option for static positions because offsets are not needed.
[[
[_loot,crates_large,[0,0]] // [loot variable, crate array, 2d offsets]
],_position] call wai_spawnCrate;
// Multiple crate spawning option
[[
[_loot,"USVehicleBox",[0,0]], // [loot variable, crate classname, 2d offsets]
[[0,0,[3,crate_items_crop_raider],0,0],crates_large,[0,0,0]], // [loot variable, crate array, 3d offsets]
[[0,0,0,0,0],crates_large,[0,0],60] // [loot array, crate array, 2d offsets, optional direction]
],_position] call wai_spawnCrate;
Place your crate spawns under this line
*/
diag_log format["WAI: Static mission for %1 loaded", missionName];