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Create Sector B Taviana


Lord1385

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Hello community,

wanted to ask quite fond whether someone would find me to make a sector B for my Tavinana map, since I have no idea . I have presented me 1-2 helicopters circling aroundit and dependent NPCs guarding the thing . this one really must act tactically as in Origins .

Maybe I would have to say that I would like to have more loot crates where there is good stuff in arms, munitions and building materials and perhaps in somewhat larger quantities ,

so which one is well rewarded if you managed to get out .

German:

Hallo Gemeinde,

wollte mal ganz lieb anfragen ob sich jemand finden würde mir einen Sektor B für meine Tavinana Map zu machen, da ich keine Ahnung davon habe. Vorgestellt habe ich mir 1 - 2 Helis die darum kreisen und halt NPCs die das ding bewachen. das man wirklich Taktisch vorgehen muss wie bei Origins.

Vieleicht hätte ich noch anmerken sollen das ich gerne noch Loot kisten haben würde wo gutes Zeug drin ist Waffen, Munition und Baumaterial und das vieleicht in etwas größeren mengen,

so das man auch gut belohnt wird wenn man es geschaft hat.

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This one may or may not fit your needs but you can always nurf it down. This uses WAI and i just use it as my default static mission in the server PBO.

This has the following. 

2 roaming Heli's

4 Para-drop locations

2 vehicle patrols

multiple static gun emplacements

Reward is 4 temp CH47 full of random gear. If you get away it's a big payday.

 

 

 

if(isServer) then {
private ["_object","_uniqueid"];
 
//Custom Spawns file//
 /*
 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",       // Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and 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
 */
 
 //Sector B
 /*
 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
 */
 
 
 //SectorB Hotel
 [[[22879.6,19838.4,10.365]],"M2StaticMG","hard","Mercenary_Default22","Bandit","Random",2,"Random","Random"] call spawn_static;
 [[[22879.8,19874.6,10.365]],"M2StaticMG","hard","Mercenary_Default28","Bandit","Random",2,"Random","Random"] call spawn_static;
 diag_log "WAI: Sector B Hotel Static loaded";
 
 //Large Apt. North
 [[[22335.8,19734.4,23.602]],"M2StaticMG","hard","Mercenary_Default11","Bandit","Random",2,"Random","Random"] call spawn_static;
 diag_log "WAI: Sector B Large Apt North Static loaded";
 
 //Large Apt. South
 [[[22332.9,19667.9,23.602]],"M2StaticMG","hard","Mercenary_Default14","Bandit","Random",2,"Random","Random"] call spawn_static;
 diag_log "WAI: Sector B Large Apt South loaded";
 
 //Small Apt. West
 [[[22188.7,19786.9,12.8022]],"M2StaticMG","hard","Mercenary_Default9a","Bandit","Random",2,"Random","Random"] call spawn_static;
 diag_log "WAI: Small Apt West Static loaded";
 
 //Wall
 [[[22143,19314,10.0014]],"M2StaticMG","Hard","Mercenary_Default22","Bandit","Random",2,"Random","Random"] call spawn_static;
 [[[22378.8,19070.3,10.0014]],"M2StaticMG","Hard","Mercenary_Default22","Bandit","Random",2,"Random","Random"] call spawn_static;
 [[[22919.4,20091.2,10.0001]],"M2StaticMG","Hard","Mercenary_Default22","Bandit","Random",2,"Random","Random"] call spawn_static;
 [[[22921.3,19094.3,10.0014]],"M2StaticMG","hard","Mercenary_Default22","Bandit","Random",2,"Random","Random"] call spawn_static; 
 [[[23066.3,19173.1,10.0014]],"M2StaticMG","hard","Mercenary_Default22","Bandit","Random",2,"Random","Random"] call spawn_static;
 [[[22827.3,19069.7,10.0014]],"M2StaticMG","hard","Mercenary_Default22","Bandit","Random",2,"Random","Random"] call spawn_static;
 [[[23131,19527.2,10.0014]],"M2StaticMG","hard","Mercenary_Default22","Bandit","Random",2,"Random","Random"] call spawn_static;
 [[[23120.9,19653.4,10.0014]],"M2StaticMG","hard","Mercenary_Default22","Bandit","Random",2,"Random","Random"] call spawn_static; 
 [[[21956.7,19711.5,10.0014]],"M2StaticMG","hard","Mercenary_Default22","Bandit","Random",2,"Random","Random"] call spawn_static; 
 [[[22493.3,20271.7,10.0014]],"M2StaticMG","hard","Mercenary_Default22","Bandit","Random",2,"Random","Random"] call spawn_static; 
 [[[22746.4,20245.5,10.0014]],"M2StaticMG","hard","Mercenary_Default22","Bandit","Random",2,"Random","Random"] call spawn_static; 
 [[[22270.7,20121.6,10.0014]],"M2StaticMG","hard","Mercenary_Default22","Bandit","Random",2,"Random","Random"] call spawn_static; 
 diag_log "WAI: Wall Static loaded";
 
 // Courtyard
 [[[22453.6,19501.5,0]],"M2StaticMG","hard","Mercenary_Default28","Bandit","Random",2,"Random","Random"] call spawn_static;
 
// Courtyard
 [[[22218.6,19784.9,9.502]],"M2StaticMG","hard","Mercenary_Default11","Bandit","Random",2,"Random","Random"] call spawn_static;
 [[[22213.8,19786.9,12.8022]],"M2StaticMG","hard","Mercenary_Default14","Bandit","Random",2,"Random","Random"] call spawn_static;
 diag_log "WAI: Small Apt East Static loaded";
 
 // Mayor MG
 [[[22140,19841.9,1.37462]],"M2StaticMG","hard","Mercenary_Default9a","Bandit","Random",2,"Random","Random"] call spawn_static;    
 diag_log "WAI: Sector B Mayor Static loaded";
 
 // Hospital MG
 [[[22211.7,19977.7,10.5]],"M2StaticMG","hard","Mercenary_Default11","Bandit","Random",2,"Random","Random"] call spawn_static;
 diag_log "WAI: Sector B Hospital Static loaded";
 
 // Industrial
 [[[22511.9,20015.6,6.6822]],"M2StaticMG","hard","Mercenary_Default14","Bandit","Random",2,"Random","Random"] call spawn_static;
 diag_log "WAI: Sector B Industrial Static loaded";
 
 // Tank Farm
 [[[23033.3,19399.7,10.0015]],"M2StaticMG","hard","Mercenary_Default22","Bandit","Random",2,"Random","Random"] call spawn_static;   
 diag_log "WAI: Sector B Tank Farm Static loaded";
 
 
 /*
 Custom Chopper Patrol spawn Eg.
 
[
   [725.391,4526.06,0],    // Position to patrol
   [0,0,0],       // Position to spawn chopper at
   2000,        // 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".
 ] spawn heli_patrol;
 
Place your heli patrols below
 */
 [
   [22690.6,20000.0,0],    // Northern Position to patrol
   [19467,20984,49],    // Position to spawn chopper at
   750,        // 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".
 ] spawn heli_patrol;
 
[
   [22584.8,19625.1,0],    //Central Position to patrol
   [19467,20984,49], // Position to spawn chopper at
   1000,     //Radius of patrol
   10,                     //Number of waypoints to give
   "UH1H_TK_EP1",          //Classname of vehicle (make sure it has driver and two gunners)
   "hard",      //Skill level of units
   "Random",    // Skin classname, use "Random" or classname here
   "Bandit"    // AI Type, "Hero" or "Bandit".
 ] spawn heli_patrol;
 
//uiSleep 30;
 
[
   [22673.9,19215.4,0],    //Southern Position to patrol
   [19467,20984,49],      // Position to spawn chopper at
   750,     //Radius of patrol
   10,                     //Number of waypoints to give
   "UH1H_TK_EP1",  //Classname of vehicle (make sure it has driver and two gunners)
   "hard",      //Skill level of units
   "Random",    // Skin classname, use "Random" or classname here
   "Bandit"    // AI Type, "Hero" or "Bandit".
 ] spawn heli_patrol;
 
//uiSleep 30;
 /*
 [
   [6859.62,6353.27,0],    //Position to patrol
   [19467,20984,49],              // Position to spawn chopper at
   7500,     //Radius of patrol
   20,                     //Number of waypoints to give
   "UH1H_DZ",          //Classname of vehicle (make sure it has driver and two gunners)
   "hard",     //Skill level of units
   "Random",    // Skin classname, use "Random" or classname here
   "Bandit"    // AI Type, "Hero" or "Bandit".
   ] spawn heli_patrol;
 
//  uiSleep 30;
 
 
 
/*
 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".
 ] spawn vehicle_patrol;
 
Place your vehicle patrols below this line
*/
 
//Sector B
 
 [
   [22690.2,19932.2,6.33628],    // Position to patrol
   [22690.2,19932.2,6.33628],    // Position to spawn at
   200,        // Radius of patrol
   10,         // Number of waypoints to give
   "HMMWV_M2",     // Classname of vehicle (make sure it has driver and gunner)
   "Hard",       // Skill level of units (easy, medium, hard, extreme, Random)
   "Random",       // Skin classname, use "Random" or classname here
   "Bandit"       // AI Type, "Hero" or "Bandit".
 ] spawn vehicle_patrol;
 
 [
   [22693.3,19325.7,6.2496],    // Position to patrol
   [22693.3,19325.7,6.2496],    // 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)
   "Hard",       // Skill level of units (easy, medium, hard, extreme, Random)
   "Random",       // Skin classname, use "Random" or classname here
   "Bandit"       // AI Type, "Hero" or "Bandit".
 ] spawn vehicle_patrol;
 
 
/*
 Paradropped unit custom spawn Eg.
 
[
   [911.21545,4532.7612,2.6292224], // Position that units will be dropped by
   [0,0,0],       // Starting position of the heli
   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!)
   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
 */
[
   [22498,20065,6], // North Position that units will be dropped by
   [19467,20984,49],       // Starting position of the heli
   200,        // Radius from drop position a player has to be to spawn chopper
   "UH1H_DZ",       // Classname of chopper (Make sure it has 2 gunner seats!)
   8,         // Number of units to be para dropped
   "Random",       // Skill level of units (easy, medium, hard, extreme, Random)
   "Random",  // 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;
 [
   [22676,19257,6], // South Position that units will be dropped by
   [19467,20984,49],       // Starting position of the heli
   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!)
   8,         // Number of units to be para dropped
   "Random",       // Skill level of units (easy, medium, hard, extreme, Random)
   "Random",  // 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;
 [
   [22919,19713,6], // East Position that units will be dropped by
   [19467,20984,49],       // Starting position of the heli
   200,        // Radius from drop position a player has to be to spawn chopper
   "UH1H_DZ",       // Classname of chopper (Make sure it has 2 gunner seats!)
   8,         // Number of units to be para dropped
   "Random",       // Skill level of units (easy, medium, hard, extreme, Random)
   "Random",   // 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;
  [
   [22210,19753,6], // West Position that units will be dropped by
   [19467,20984,49],       // Starting position of the heli
   200,        // Radius from drop position a player has to be to spawn chopper
   "UH1H_DZ",       // Classname of chopper (Make sure it has 2 gunner seats!)
   8,         // Number of units to be para dropped
   "Random",       // Skill level of units (easy, medium, hard, extreme, Random)
   "Random",   // 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;
 
 // Set static loaded temp heli's
//north heli
vehicle_43 = objNull;
if (true) then
 {
  _object = createVehicle ["CH_47F_BAF", [22688.5, 20116.6,6.33628], [], 0, "CAN_COLLIDE"];
  _vehicle_43 = _object;
  _object setPos [22688.5, 20116.6,6.33628];
  _object setVariable ["malsar",1,true];
  _object addWeaponCargoGlobal ["M240", 1];
  _object addMagazineCargoGlobal ["30Rnd_556x45_StanagSD", 1];
};
//south
vehicle_44 = objNull;
if (true) then
{
  _object = createVehicle ["CH_47F_BAF", [22767,19257,6], [], 0, "CAN_COLLIDE"];
  _vehicle_44 = _object;
  _object setPos [22767,19257,6];
  _object setVariable ["malsar",1,true];
  _uniqueid = str(round(random 999999));
  _object addWeaponCargoGlobal ["M240", 1];
  _object addMagazineCargoGlobal ["100Rnd_762x51_M240",5];
  _object addMagazineCargoGlobal ["CinderBlocks",30];
  _object addMagazineCargoGlobal ["MortarBucket",15];  
  _object setVariable ["ObjectID", _uniqueid, true];
  _object setVariable ["ObjectUID", _uniqueid, true];
};
//East Heli
_vehicle_45 = objNull;
if (true) then
{
  _object = createVehicle ["CH_47F_BAF", [22963.11,19602.4,6.33628], [], 0, "CAN_COLLIDE"];
  _vehicle_44 = _object;
  _object setPos [22963.11,19602.4,6.33628];
  _object setVariable ["malsar",1,true];
  _uniqueid = str(round(random 999999));
  _object addWeaponCargoGlobal ["M240", 1];
  _object addMagazineCargoGlobal ["30Rnd_556x45_StanagSD", 1];  
  _object setVariable ["ObjectID", _uniqueid, true];
  _object setVariable ["ObjectUID", _uniqueid, true];
};
//West Heli
_vehicle_46 = objNull;
if (true) then
{
  _object = createVehicle ["CH_47F_BAF", [22210,19676.5,6.33628], [], 0, "CAN_COLLIDE"];
  _vehicle_44 = _object;
  _object setPos [22210,19676.5,6.33628];
  _object setVariable ["malsar",1,true];
  _object addWeaponCargoGlobal ["M240", 1];
  _object addMagazineCargoGlobal ["30Rnd_556x45_StanagSD", 1];
  _uniqueid = str(round(random 999999));
  _object setVariable ["ObjectID", _uniqueid, true];
  _object setVariable ["ObjectUID", _uniqueid, true];
};
diag_log "WAI: Static mission loaded";
 
};

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