Purpose: provide a framework for spawning AI, landscapes and loot using the most up-to-date code and optimzed coding.
Functionality: Supports spawning of missions that can range from very simple to highly complex.
Mission areas may be defended by infantry, turrets (including AT and AA launchers linked to radar), tanks, APC, anti-Air vehicles and anti-tank vehicles, and most anything inbetween.
You may define single or multiple loot chests.
Missions can be individualized to spawn specific vehicles, load specific loot into chests, or have AI wear different uniforms.
Default missions include a heli/HUMVV crash, scout and hunter missions defended by infantry only, and four grades of more complex missions.
A plugin for the 3DEN editor is available that exports your mission layouts as .sqf ready to be plugged into the missions system or tweaked with your own, customized configurations.
History: After years of developing and supporting blckeagls mission system I realized it had become complex, was always buggy, and that a rewrite from the ground up could result in a simpler and more stable addon. GMS uses a group of core functions in GMSCore to handle most of the work, but still manages tasks related to mission spawning, monitoring and completion. All unrelated modules of blckeagles, such as the time management system, code to spawn objects, dynamic loot spawner and static loot spawner were removed. The more useful of these were packaged as separate addons for those who wish to use them.
Acknowledgements:
blckeagles for getting things started.
He-Man for many suggestions on coding to stream code to clients and delay addon startup until epoch has loaded.
burrito, Azock, Chrom, MetalMelitia and others who provided bug reports during testing.
Downloads:
Dependencies: GMSCore: https://github.com/Ghostrider-DbD-/GMSCore
Download: https://github.com/Ghostrider-DbD-/GMS_RC