Can someone get me a question?
I put the mission to spawn in the landconvoypaths and it continues appearing in places close to the city
How do I change this to spawn in landconvoy points?
// ******************************************************************************************
// * This project is licensed under the GNU Affero GPL v3. Copyright © 2014 A3Wasteland.com *
// ******************************************************************************************
// @file Name: mission_artyPatrol.sqf
// @file Author: myth
if (!isServer) exitwith {};
#include "patrolMissionDefines.sqf";
private ["_convoyVeh","_veh1","_veh2","_veh3","_veh4","_veh5","_veh6","_veh7","_veh8","_veh9","_veh10","_createVehicle1","_createVehicle2","_createVehicle3","_vehicles", "_leader", "_speedMode", "_waypoint", "_vehicleName", "_numWaypoints",
"_box1", "_box2", "_box3", "_box4", "_box5", "_box6", "_box7", "_box8", "_box9", "_smoke1", "_boxesArray", "_cashpile", "_cashamount", "_cash"];
_setupVars =
{
_missionType = "Arty Patrol";
_locationsArray = LandConvoyPaths;
};
_setupObjects =
{
_town = (call cityList) call BIS_fnc_selectRandom;
_missionPos = markerPos (_town select 0);
_convoyVeh = ["I_LT_01_AT_F","I_LT_01_AA_F","I_MBT_03_cannon_F","O_APC_Tracked_02_AA_F","I_MBT_03_cannon_F","B_AFV_Wheeled_01_cannon_F","O_T_MBT_04_cannon_F"];
_veh1 = _convoyVeh select 0;
_veh2 = _convoyVeh select 1;
_veh3 = _convoyVeh select 2;
_veh4 = _convoyVeh select 3;
_veh5 = _convoyVeh select 4;
_createVehicle = {
private ["_type","_position","_direction","_vehicle","_soldier"];
_type = _this select 0;
_position = _this select 1;
_direction = _this select 2;
_vehicle = createVehicle [_type, _position, [], 0, "None"];
_vehicle setVehicleReportRemoteTargets true;
_vehicle setVehicleReceiveRemoteTargets true;
_vehicle setVehicleRadar 1;
_vehicle confirmSensorTarget [west, true];
_vehicle confirmSensorTarget [east, true];
_vehicle confirmSensorTarget [resistance, true];
[_vehicle] call vehicleSetup;
_vehicle setDir _direction;
_aiGroup addVehicle _vehicle;
_soldier = [_aiGroup, _position] call createRandomSoldier;
_soldier moveInDriver _vehicle;
_soldier triggerDynamicSimulation true;
_soldier = [_aiGroup, _position] call createRandomSoldier;
_soldier moveInCommander _vehicle;
_soldier = [_aiGroup, _position] call createRandomSoldier;
_soldier moveInGunner _vehicle;
//_vehicle setVehicleLock "UNLOCKED"; // force vehicles to be unlocked
//_vehicle setVariable ["R3F_LOG_disabled", false, true]; // force vehicles to be unlocked
_vehicle setVariable ["R3F_LOG_disabled", true, true]; // force vehicles to be locked
[_vehicle, _aiGroup] spawn checkMissionVehicleLock; // force vehicles to be locked
_vehicle
};
_aiGroup = createGroup CIVILIAN;
//_pos = getMarkerPos (_town select 0);
_rad = _town select 0;
_vehiclePosArray = [_missionPos,_rad,_rad + 50,5,0,0,0] call findSafePos;
/*_vPos1 = _vehiclePosArray select 0;
_vPos2 = _vehiclePosArray select 1;
_vPos3 = _vehiclePosArray select 2;
_vehiclePos1 = [_vPos1 + 5, _vPos2 + 5, _vPos3];
_vehiclePos2 = [_vPos1 + 10, _vPos2 + 10, _vPos3];
_vehiclePos3 = [_vPos1 + 15, _vPos2 + 15, _vPos3];
- _vehiclePos4 = [_vPos1 + 20, _vPos2 + 20, _vPos3];*/
_vehicles =
[
[_veh1, _vehiclePosArray, 0] call _createVehicle,
[_veh2, _vehiclePosArray, 0] call _createVehicle,
[_veh3, _vehiclePosArray, 0] call _createVehicle,
[_veh4, _vehiclePosArray, 0] call _createVehicle,
[_veh5, _vehiclePosArray, 0] call _createVehicle
];
_leader = effectiveCommander (_vehicles select 0);
_aiGroup selectLeader _leader;
_leader setRank "LIEUTENANT";
_aiGroup setCombatMode "RED"; // units will defend themselves
_aiGroup setBehaviour "COMBAT"; // units feel safe until they spot an enemy or get into contact
_aiGroup setFormation "FILE";
_speedMode = if (missionDifficultyHard) then { "NORMAL" } else { "LIMITED" };
_aiGroup setSpeedMode _speedMode;
{
_waypoint = _aiGroup addWaypoint [markerPos (_x select 0), 0];
_waypoint setWaypointType "MOVE";
_waypoint setWaypointCompletionRadius 50;
_waypoint setWaypointCombatMode "RED";
_waypoint setWaypointBehaviour "COMBAT"; // safe is the best behaviour to make AI follow roads, as soon as they spot an enemy or go into combat they WILL leave the road for cover though!
_waypoint setWaypointFormation "FILE";
_waypoint setWaypointSpeed _speedMode;
} forEach ((call cityList) call BIS_fnc_arrayShuffle);
_missionPos = getPosATL leader _aiGroup;
_missionPicture = getText (configFile >> "CfgVehicles" >> _veh2 >> "picture");
_vehicleName = getText (configFile >> "CfgVehicles" >> _veh2 >> "displayName");
_vehicleName2 = getText (configFile >> "CfgVehicles" >> _veh3 >> "displayName");
_vehicleName3 = getText (configFile >> "CfgVehicles" >> _veh4 >> "displayName");
_missionHintText = format ["Um comboio contendo pelo menos <t color='%4'>%1</t>, um <t color='%4'>%2</t> e um <t color='%4'>%3</t> esta patrulhando o Mapa! Pare a patrulha e capture as mercadorias e dinheiro!", _vehicleName, _vehicleName2, _vehicleName3, patrolMissionColor];
_numWaypoints = count waypoints _aiGroup;
};
_waitUntilMarkerPos = {getPosATL _leader};
_waitUntilExec = nil;
_waitUntilCondition = {currentWaypoint _aiGroup >= _numWaypoints};
_failedExec =
{
// Mission failed
{ deleteVehicle _x };
};
// _vehicles are automatically deleted or unlocked in missionProcessor depending on the outcome
_drop_item =
{
private["_item", "_pos"];
_item = _this select 0;
_pos = _this select 1;
if (isNil "_item" || {typeName _item != typeName [] || {count(_item) != 2}}) exitWith {};
if (isNil "_pos" || {typeName _pos != typeName [] || {count(_pos) != 3}}) exitWith {};
private["_id", "_class"];
_id = _item select 0;
_class = _item select 1;
private["_obj"];
_obj = createVehicle [_class, _pos, [], 5, "None"];
_obj setPos ([_pos, [[2 + random 3,0,0], random 360] call BIS_fnc_rotateVector2D] call BIS_fnc_vectorAdd);
_obj setVariable ["mf_item_id", _id, true];
};
_successExec =
{
// Mission completed
/*for "_x" from 1 to 10 do
{
_cash = "Land_Money_F" createVehicle markerPos _marker;
_cash setPos ((markerPos _marker) vectorAdd ([[2 + random 2,0,0], random 360] call BIS_fnc_rotateVector2D));
_cash setDir random 360;
_cash setVariable["cmoney",15000,true];
_cash setVariable["owner","world",true];
};*/
_box1 = "Box_NATO_Support_F" createVehicle getMarkerPos _marker;
[_box1,"Ammo_Drop"] call randomCrateLoadOut;
_box1 setVariable ["moveable", true, true];
_box1 allowDamage false;
_box2 = "Box_NATO_Wps_F" createVehicle getMarkerPos _marker;
[_box2,"mission_USSpecial"] call randomCrateLoadOut;
_box2 setVariable ["moveable", true, true];
_box2 allowDamage false;
_box3 = "Box_NATO_Support_F" createVehicle getMarkerPos _marker;
[_box3,"mission_snipers"] call randomCrateLoadOut;
_box3 setVariable ["moveable", true, true];
_box3 allowDamage false;
_successHintMessage = "Very Goob";
};
_this call patrolMissionsProcessor;