EDIT: Thanks sixsens, just added some more fixes that will hopefully fix the npc blips when the mission auto-starts.
Here is 2.8.8:
http://www.mediafire.com/file/yqq09xpwad9zkbn/mrp-missions-2.8.8.zip/file
Random mission generator (Mission12) should spawn much better now. Please give Mission12 a go and let me know. Thanks Loque for the links.
Fix for NPC blips not showing correctly when joining/autostarting. I added a 5 second delay to let the server tell the clients to attach blips after the host client has spawned NPCs. I am still tweaking this, so you may notice a brief pause as the mission starts before everything shows up and starts.
Also removed the target and friendly icons, since they do not give Z information. Targets are now purple, and friendlies still green, regular enemies till red.
When you set HostageRescue=true for a mission in missions.lua, the mission is over when any hostage dies from players or NPCs, with the player who kills a hostage getting a cash penalty. This is for both Assassinate and Objective Missions. Hostages/friendlies should animate and cower properly now.
You can now set IsDefend = true on a mission This will spawn a blip radius area on the map at the size and position of the marker you define, representing the marker. This means that any NPC Ped (in vehicle or not) who gets into that zone will cause the mission to fail. IsDefend will make all enemy drivers and walking/running enemy peds to go to the zone to take it over. Soon as one NPC makes it, the mission is failed. You can also give the “conqueror=true” attribute to a vehicle ped (id2) or regular ped, and they will be uninterested in combat and make a bee-line straight to the marker zone, whereas other peds will stop and fight enemies.
See Mission10 for how this can be implemented.
You can mix and match HostageRescue and IsDefend with Assassinate and Objective type missions. So with IsDefend=true for an Objective Mission, the player would need to beat the enemy NPCs to claim the zone.
For the Random Mission Generator, example is Mission12
For the locations you set up in RandomMissionPositions, you can add Blip and Marker information to the location, just like a regular mission. You can also define MissionTitle etc… and MissionTitleObj, MissionTitleAss etc… for gametype specific messages and titles. Will probably write up a config guide on all the settings when I get a chance. Basically, you can customize each random location’s information to make the mission locations have more meaning.
for example:
{ x = 2840.52, y = -1449.96, z = 11.95, MissionTitle=“Pitcairn Island”, MissionMessage=“Liberate the island”, Blip={…}, Marker={…} },
HostageRescue and IsDefend can also be turned on for the Random Mission Generator. Since all NPCs spawn within a radius of the marker/objective by default (for above that would be at x = 2840.52, y = -1449.96, z = 11.95), I allowed the marker/blip to be able to be defined elsewhere than where the NPCs spawn at. This allows IsDefend (attack) missions to occur, since by default all the NPCs would immediately spawn into the zone and take it over. When HostageRescue is turned on with random missions, a hostage will spawn where the marker is defined at. For random Objective missions, the hostage will replace the random prop.
Thats all I can think of now.