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Powerstriker46

DMS Mission Adjuse/Scripting

Question

Hi I have since a while the problem that my adjused DMS mission arent doing that what the should do^^

I'm sure thats my bad but I've testing so much and there are no solution for my idea/problem :P

So now I want to ask who knows how to script DMS missions

 

Spoiler

/*
	Ural Mission with new difficulty selection system
	Random select of Ural type with 50/50 chance of persistent vehicle on easy difficulty
	based on work by Defent and eraser1
	easy/mod/difficult/hardcore - reworked by [CiC]red_ned http://cic-gaming.co.uk
*/

private ["_num", "_side", "_pos", "_OK", "_difficulty", "_extraParams", "_AICount", "_group", "_type", "_launcher", "_staticGuns", "_wreck", "_crate", "_crate1", "_vehicle", "_pinCode", "_class", "_veh", "_crate_loot_values", "_crate_loot_values1", "_missionAIUnits", "_missionObjs", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_markers", "_time", "_added", "_cleanup", "_baseObjs", "_crate_weapons", "_crate_weapon_list", "_crate_items", "_crate_item_list", "_crate_backpacks", "_PossibleDifficulty", "_PossibleVehicleClass"];

// For logging purposes
_num = DMS_MissionCount;


// Set mission side (only "bandit" is supported for now)
_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.
// You can define "_extraParams" to specify the vehicle classname to spawn, either as _vehClass or [_vehClass]
_OK = (_this call DMS_fnc_MissionParams) params
[
	["_pos",[],[[]],[3],[],[],[]],
	["_extraParams",[]]
];

if !(_OK) exitWith
{
	diag_log format ["DMS ERROR :: Called MISSION nedural_mission.sqf with invalid parameters: %1",_this];
};


//create possible difficulty add more of one difficulty to weight it towards that
_PossibleDifficulty		= 	[
								//easy = 25%
								
								"easy",
								"easy",
								"easy",
								"easy",
								"easy",
								
								//moderate = 35%
								
								"moderate",
								"moderate",
								"moderate",
								"moderate",
								"moderate",
								"moderate",
								"moderate",
								
								//difficult = 25%
								
								"difficult",
								"difficult",
								"difficult",
								"difficult",
								"difficult",
								
								//hardcore = 15%
								
								"hardcore",		
								"hardcore",
								"hardcore"
							];
//choose difficulty and set value
_difficulty = selectRandom _PossibleDifficulty;

//vehicle pin code
_pinCode = (1000 +(round (random 8999)));

switch (_difficulty) do
{
	case "easy":
	{
		_AICount = (7 + (round (random 4)));
		_crate_weapons 		= (2 + (round (random 2)));
		_crate_items 		= (4 + (round (random 4)));
		_crate_backpacks 	= (1 + (round (random 2)));
		_vehicle = [_vehicleClass,[(_pos select 0) -30, (_pos select 1) -30]] call DMS_fnc_SpawnNonPersistentVehicle;
		_msgWIN = ['#0080ff',format ["Convicts killed everyone and made off with the Ural"]];
		_msgLOSE = ['#FF0000',"The attackers finsihed eating and drove off. No Ural today"];
		


	};

	case "moderate":
	{
		_AICount = (10 + (round (random 4)));
		_crate_weapons 		= (3 + (round (random 3)));
		_crate_items 		= (6 + (round (random 4)));
		_crate_backpacks 	= (2 + (round (random 2)));
		_vehicle = [_vehicleClass,[(_pos select 0) -30, (_pos select 1) -30],_pincode] call DMS_fnc_SpawnPersistentVehicle;
		_msgWIN = ['#0080ff',format ["Convicts killed everyone and made off with the Ural, entry code %1...",_pinCode]];
		_msgLOSE = ['#FF0000',"The attackers finsihed eating and drove offm."];
		
	};

	case "difficult":
	{
		_AICount = (13 + (round (random 5)));
		_crate_weapons 		= (0 + (round (random 1)));
		_crate_items 		= (0 + (round (random 1)));
		_crate_backpacks 	= (1 + (round (random 0)));
		_vehicle = ["CUP_O_Ural_ZU23_CHDKZ",[(_pos select 0) -30, (_pos select 1) -30],_pinCode] call DMS_fnc_SpawnPersistentVehicle;
	    _msgWIN = ['#0080ff',format ["%1...",_pinCode]];
		_msgLOSE = ['#FF0000',"The attackers finsihed eating and drove off."];
	};

	//case "hardcore":
	default
	{
		_AICount = (17 + (round (random 7)));
		_crate_weapons 		= (5 + (round (random 5)));
		_crate_items 		= (8 + (round (random 8)));
		_crate_backpacks 	= (4 + (round (random 2)));
		_vehicle = ["CUP_O_Ural_ZU23_CHDKZ",[(_pos select 0) -30, (_pos select 1) -30],_pinCode] call DMS_fnc_SpawnPersistentVehicle;
		_msgWIN = ['#0080ff',format ["%1... ",_pinCode]];
		_msgLOSE = ['#FF0000',"..."];
	};
};


_msgStart = ['#FFFF00',"Terrorists with Ural have stopped for lunch. Go kill them and steal the truck. If you have some luck there is a ANTI AIR URAL :D"];



_group =
[
	_pos,					// Position of AI
	_AICount,				// Number of AI
	_difficulty,			// "random","hardcore","difficult","moderate", or "easy"
	"random", 				// "random","assault","MG","sniper" or "unarmed" OR [_type,_launcher]
	_side 					// "bandit","hero", etc.
] call DMS_fnc_SpawnAIGroup;

// add vehicle patrol
_veh =
[
	[
		[(_pos select 0) -75,(_pos select 1)+75,0]
	],
	_group,
	"assault",
	_difficulty,
	_side
] call DMS_fnc_SpawnAIVehicle;


// add static guns
_staticGuns =
[
	[
		// make statically positioned relative to centre point and randomise a little
		[(_pos select 0) -(5-(random 2)),(_pos select 1)+(5-(random 2)),0],
		[(_pos select 0) +(5-(random 2)),(_pos select 1)-(5-(random 2)),0]
	],
	_group,
	"assault",
	"static",
	"bandit"
] call DMS_fnc_SpawnAIStaticMG;


_PossibleVehicleClass 		= [
								"Exile_Car_Ural_Open_Blue",
								"Exile_Car_Ural_Open_Yellow",
								"Exile_Car_Ural_Open_Worker",
								"Exile_Car_Ural_Open_Military",
								"Exile_Car_Ural_Covered_Blue",
								"Exile_Car_Ural_Covered_Yellow",
								"Exile_Car_Ural_Covered_Worker",
								"Exile_Car_Ural_Covered_Military"
										];
										
_vehicleClass = selectRandom _PossibleVehicleClass;


/*if (_difficulty isEqualTo "easy" && {(round (random 1)) isEqualTo 0}) then
{
	_vehicle = [_VehicleClass,[(_pos select 0) -30, (_pos select 1) -30]] call DMS_fnc_SpawnNonPersistentVehicle;
	_msgWIN = ['#0080ff',"Convicts killed everyone and made off with the Ural"];
}
else
{
	_pinCode = (1000 +(round (random 8999)));
	_vehicle = [_VehicleClass,[(_pos select 0) -30, (_pos select 1) -30],_pinCode] call DMS_fnc_SpawnPersistentVehicle;
	_msgWIN = ['#0080ff',format ["Convicts killed everyone and made off with the Ural, entry code %1...",_pinCode]];
};*/


// Create Crate type
_crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;


// setup crate iteself with items
_crate_loot_values1 =
[
	_crate_weapons,			// Weapons
	_crate_items,			// Items + selection list
	_crate_backpacks 		// 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 =
[
	_staticGuns+[_veh],						// armed AI vehicle and static guns
	[_vehicle],								//this is prize vehicle
	[[_crate1,_crate_loot_values1]]			//this is prize crate
];

// define start messages in difficulty choice

// Define Mission Win message in persistent vehicle choice

// Define Mission Lose message
//_msgLOSE = ['#FF0000',"The attackers finsihed eating and drove off."];

// Define mission name (for map marker and logging)
_missionName = "*******";

// 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;
};

 

I Want to try to creatre A random list of vehicles for (each***) mission difficulties but every time i get this error into my .log

***  I have some other mission where it would be nice if I can create for each difficulties there own vehicle list but currently I make this by hand (5 same Missions with 1 defined vehicle for each Mission and Missiondifficulty   its poor solution I know^^)

and if the mission is easy and moderate there spawns no vehicle on map. If difficult and hardcore the mission looks fine

Spoiler

9:04:23 Error in expression <isClass (configFile >> "CfgVehicles" >> _vehicleClass)) exitWith
{
diag_log form>
19:04:23   Error position: <_vehicleClass)) exitWith
{
diag_log form>
19:04:23   Error Undefined variable in expression: _vehicleclass
19:04:23 File \x\addons\dms\scripts\fn_SpawnNonPersistentVehicle.sqf [DMS_fnc_SpawnNonPersistentVehicle], line 40
19:04:23 Error in expression <isClass (configFile >> "CfgVehicles" >> _vehicleClass)) then
{
throw (format ["n>
19:04:23   Error position: <_vehicleClass)) then
{
throw (format ["n>
19:04:23   Error Undefined variable in expression: _vehicleclass
19:04:23 File \x\addons\dms\scripts\fn_SpawnPersistentVehicle.sqf [DMS_fnc_SpawnPersistentVehicle], line 31
19:04:23 Error in expression <= (2 + (round (random 2)));
_vehicle = [_vehicleClass,[(_pos select 0) -30, (_po>
19:04:23   Error position: <_vehicleClass,[(_pos select 0) -30, (_po>
19:04:23   Error Undefined variable in expression: _vehicleclass
19:04:23 File x\addons\DMS\missions\bandit\nedural_mission.sqf, line 108
19:04:24 "DMS_SpawnAIGroup :: Spawned 11 AI at [5925.05,3324.57,0]."      //<-- but without vehicle :(

 

so looks like for me as Novize scripter that _vehicleClass is not defined... so i Start testing but i found no solutions always the same error

for example an of many other ideas from me to solve that

 

Spoiler

/*
	Ural Mission with new difficulty selection system
	Random select of Ural type with 50/50 chance of persistent vehicle on easy difficulty
	based on work by Defent and eraser1
	easy/mod/difficult/hardcore - reworked by [CiC]red_ned http://cic-gaming.co.uk
*/

private ["_num", "_side", "_pos", "_OK", "_difficulty", "_extraParams", "_AICount", "_group", "_type", "_launcher", "_staticGuns", "_wreck", "_crate", "_crate1", "_vehicle", "_pinCode", "_class", "_veh", "_crate_loot_values", "_crate_loot_values1", "_missionAIUnits", "_missionObjs", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_markers", "_time", "_added", "_cleanup", "_baseObjs", "_crate_weapons", "_crate_weapon_list", "_crate_items", "_crate_item_list", "_crate_backpacks", "_PossibleDifficulty", "_PossibleVehicleClass"];

// For logging purposes
_num = DMS_MissionCount;


// Set mission side (only "bandit" is supported for now)
_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.
// You can define "_extraParams" to specify the vehicle classname to spawn, either as _vehClass or [_vehClass]
_OK = (_this call DMS_fnc_MissionParams) params
[
	["_pos",[],[[]],[3],[],[],[]],
	["_extraParams",[]]
];

if !(_OK) exitWith
{
	diag_log format ["DMS ERROR :: Called MISSION nedural_mission.sqf with invalid parameters: %1",_this];
};


//create possible difficulty add more of one difficulty to weight it towards that
_PossibleDifficulty		= 	[
								//easy = 25%
								
								"easy",
								"easy",
								"easy",
								"easy",
								"easy",
								
								//moderate = 35%
								
								"moderate",
								"moderate",
								"moderate",
								"moderate",
								"moderate",
								"moderate",
								"moderate",
								
								//difficult = 25%
								
								"difficult",
								"difficult",
								"difficult",
								"difficult",
								"difficult",
								
								//hardcore = 15%
								
								"hardcore",		
								"hardcore",
								"hardcore"
							];
//choose difficulty and set value
_difficulty = selectRandom _PossibleDifficulty;

//vehicle pin code
_pinCode = (1000 +(round (random 8999)));

switch (_difficulty) do
{
	case "easy":
	{
		_AICount = (7 + (round (random 4)));
		_crate_weapons 		= (2 + (round (random 2)));
		_crate_items 		= (4 + (round (random 4)));
		_crate_backpacks 	= (1 + (round (random 2)));
		_vehicle = [_vehicleClass,[(_pos select 0) -30, (_pos select 1) -30]] call DMS_fnc_SpawnNonPersistentVehicle;
		_msgWIN = ['#0080ff',format ["Convicts killed everyone and made off with the Ural"]];
		_msgLOSE = ['#FF0000',"The attackers finsihed eating and drove off. No Ural today"];
		
		_PossibleVehicleClass 		= [
											"Exile_Car_Ural_Open_Blue",
											"Exile_Car_Ural_Open_Yellow",
											"Exile_Car_Ural_Open_Worker",
											"Exile_Car_Ural_Open_Military",
											"Exile_Car_Ural_Covered_Blue",
											"Exile_Car_Ural_Covered_Yellow",
											"Exile_Car_Ural_Covered_Worker",
											"Exile_Car_Ural_Covered_Military"
										];
										
		_vehicleClass = selectRandom _PossibleVehicleClass;


	};

	case "moderate":
	{
		_AICount = (10 + (round (random 4)));
		_crate_weapons 		= (3 + (round (random 3)));
		_crate_items 		= (6 + (round (random 4)));
		_crate_backpacks 	= (2 + (round (random 2)));
		_vehicle = [_vehicleClass,[(_pos select 0) -30, (_pos select 1) -30],_pincode] call DMS_fnc_SpawnPersistentVehicle;
		_msgWIN = ['#0080ff',format ["Convicts killed everyone and made off with the Ural, entry code %1...",_pinCode]];
		_msgLOSE = ['#FF0000',"The attackers finsihed eating and drove offm."];
		_PossibleVehicleClass 		= [
											"Exile_Car_Ural_Open_Blue",
											"Exile_Car_Ural_Open_Yellow",
											"Exile_Car_Ural_Open_Worker",
											"Exile_Car_Ural_Open_Military",
											"Exile_Car_Ural_Covered_Blue",
											"Exile_Car_Ural_Covered_Yellow",
											"Exile_Car_Ural_Covered_Worker",
											"Exile_Car_Ural_Covered_Military"
										];
										
		_vehicleClass = selectRandom _PossibleVehicleClass;
		
	};

	case "difficult":
	{
		_AICount = (13 + (round (random 5)));
		_crate_weapons 		= (0 + (round (random 1)));
		_crate_items 		= (0 + (round (random 1)));
		_crate_backpacks 	= (1 + (round (random 0)));
		_vehicle = ["CUP_O_Ural_ZU23_CHDKZ",[(_pos select 0) -30, (_pos select 1) -30],_pinCode] call DMS_fnc_SpawnPersistentVehicle;
	    _msgWIN = ['#0080ff',format ["...%1... ...",_pinCode]];
		_msgLOSE = ['#FF0000',"..."];
	};

	//case "hardcore":
	default
	{
		_AICount = (17 + (round (random 7)));
		_crate_weapons 		= (5 + (round (random 5)));
		_crate_items 		= (8 + (round (random 8)));
		_crate_backpacks 	= (4 + (round (random 2)));
		_vehicle = ["CUP_O_Ural_ZU23_CHDKZ",[(_pos select 0) -30, (_pos select 1) -30],_pinCode] call DMS_fnc_SpawnPersistentVehicle;
		_msgWIN = ['#0080ff',format ["...%1... ...",_pinCode]];
		_msgLOSE = ['#FF0000',"..."];
	};
};


_msgStart = ['#FFFF00',"Terrorists with Ural have stopped for lunch. Go kill them and steal the truck. If you have some luck there is a ANTI AIR URAL :D"];



_group =
[
	_pos,					// Position of AI
	_AICount,				// Number of AI
	_difficulty,			// "random","hardcore","difficult","moderate", or "easy"
	"random", 				// "random","assault","MG","sniper" or "unarmed" OR [_type,_launcher]
	_side 					// "bandit","hero", etc.
] call DMS_fnc_SpawnAIGroup;

// add vehicle patrol
_veh =
[
	[
		[(_pos select 0) -75,(_pos select 1)+75,0]
	],
	_group,
	"assault",
	_difficulty,
	_side
] call DMS_fnc_SpawnAIVehicle;


// add static guns
_staticGuns =
[
	[
		// make statically positioned relative to centre point and randomise a little
		[(_pos select 0) -(5-(random 2)),(_pos select 1)+(5-(random 2)),0],
		[(_pos select 0) +(5-(random 2)),(_pos select 1)-(5-(random 2)),0]
	],
	_group,
	"assault",
	"static",
	"bandit"
] call DMS_fnc_SpawnAIStaticMG;


/*_PossibleVehicleClass 		= [
								"Exile_Car_Ural_Open_Blue",
								"Exile_Car_Ural_Open_Yellow",
								"Exile_Car_Ural_Open_Worker",
								"Exile_Car_Ural_Open_Military",
								"Exile_Car_Ural_Covered_Blue",
								"Exile_Car_Ural_Covered_Yellow",
								"Exile_Car_Ural_Covered_Worker",
								"Exile_Car_Ural_Covered_Military"
										];
										
_vehicleClass = selectRandom _PossibleVehicleClass;*/


/*if (_difficulty isEqualTo "easy" && {(round (random 1)) isEqualTo 0}) then
{
	_vehicle = [_VehicleClass,[(_pos select 0) -30, (_pos select 1) -30]] call DMS_fnc_SpawnNonPersistentVehicle;
	_msgWIN = ['#0080ff',"Convicts killed everyone and made off with the Ural"];
}
else
{
	_pinCode = (1000 +(round (random 8999)));
	_vehicle = [_VehicleClass,[(_pos select 0) -30, (_pos select 1) -30],_pinCode] call DMS_fnc_SpawnPersistentVehicle;
	_msgWIN = ['#0080ff',format ["Convicts killed everyone and made off with the Ural, entry code %1...",_pinCode]];
};*/


// Create Crate type
_crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;


// setup crate iteself with items
_crate_loot_values1 =
[
	_crate_weapons,			// Weapons
	_crate_items,			// Items + selection list
	_crate_backpacks 		// 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 =
[
	_staticGuns+[_veh],						// armed AI vehicle and static guns
	[_vehicle],								//this is prize vehicle
	[[_crate1,_crate_loot_values1]]			//this is prize crate
];

// define start messages in difficulty choice

// Define Mission Win message in persistent vehicle choice

// Define Mission Lose message
//_msgLOSE = ['#FF0000',"The attackers finsihed eating and drove off."];

// Define mission name (for map marker and logging)
_missionName = "...";

// 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;
};

 

 

 

Edited by Powerstriker46

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2 answers to this question

  • 0

das Spawnen des Fahrzeugs muss natürlich nach der Auswahl der Fahrzeugklasse erfolgen, d.h.

die Codezeile

_vehicle = [_vehicleClass,[(_pos select 0) -30, (_pos select 1) -30]] call DMS_fnc_SpawnNonPersistentVehicle;

muss nach

_vehicleClass = selectRandom _PossibleVehicleClass;

stehen.

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