red_ned

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Everything posted by red_ned

  1. Built on DMS_Version: "September 7, 2017" - Bandit Mission Pack V 4.0 - Mines & Launchers edition I started just making one new mission.... I ended up recoding them all! Basically better formatted, smaller and better thought out code which gives you more control over more variations, and what's more I tried (probably not very well) to explain it all so you can make your own. I DONT claim to be an expert, I just keep trying until it works and I understand a bit more which is why I changed so much of the code. Thanks to @CEN for testing since my client is really buggered, @Defent and @eraser1 for DMS, @second_coming for Occupation (and I borrowed some code which was better than mine - listed in How To document) and to @BlackheartsGaming for helping with adding cash into vehicles. Updated June 2018 > V4.0 - Release Now with rocket and mine chance - mines cleaned on mission win Mines clear up on mission win Big tidy on code to make it more easy to edit Missions should automatically over ride DMS configuration file settings For upgrading with standard (non-edited) versions of these missions just replace the mission.sqf files Please report any bugs as there are so many possible combinations/permutations that I cant test every single possible mission Updated 01 November 2017 > V3.5 - Release Updated 14 March 2017 > V3.1 - Release Updated 10 March 2017 > V3.1 - Release Updated 16 July 2016 > V3.0 - Release Updated 14 June 2016 > V2.0 - Release Updated 12 April 2016 > V1.1 - Release Updated 01 March 2016 > V1.0 - Release ******************************************************* Download includes instructions on installation, instructions on how I attempted to code it (so everyone else can have a go), and of course, the files themselves: all my scripts/missions are on GiThub available at: https://github.com/redned70 and have removed direct downloads Its not overly complicated to install but you need to follow instructions (as long as I documented them correctly) Update V4.0 > notes below but now you get 36 missions giving 144 difficulty variations and more random loot and also a choice of vehicles which are randomly chosen for permanent vehicles plus chances of persistent and non persistent vehicles. Total is in the 10's of thousands off variations! I have updated the instructions and added in a change log and also a description of how the vehicle choice/persistence is done inside the how it works file. Please give constructive feedback (and detailed bug reports) as this was a lot bigger job than I expected but decided to finish it completely with every mission I had. ******************************************************* Installing. 1. Copy contents of this folder>/missions/bandit/ into a3_dms.pbo /missions/bandit/ , you can remove old missions. 2. Copy contents of this folder>/objects/ into a3_dms.pbo /objects/ , you do not have to replace any already in there (files dont go in the static folder) 3. Extract main config.sqf 4. Find DMS_BanditMissionTypes = 5. Replace current list of missions between [] or add in the new ones, this is mine as i balanced the new missions the same as their stock mission using 3 as normal mission priority (you dont really need the old versions of any of the Bandit missions as they are all replaced in this file). DMS_BanditMissionTypes = [ // List of missions with spawn chances. If they add up to 100%, they represent the percentage chance each one will spawn ["bandits",3], ["bauhaus",3], ["beertransport",3], ["behindenemylines",3], ["blackhawkdown",3], ["cardealer",3], ["construction",3], ["donthasslethehoff",3], ["foodtransport",3], ["guntransport",3], ["humanitarian",3], ["lost_battalion",3], ["medical",3], ["mercbase",2], ["mercenaries",3], ["nedbandit1_mission",3], ["nedbuilding1_mission",3], ["nedcar_mission",4], ["nedcashbandits_mission",3], ["neddrinkstransport_mission",4], ["nedguns1_mission",3], ["nedhatchback_mission",3], ["nedhuey_mission",2], ["nedhunter_mission",2], ["nedifrit_mission",2], ["nedlittlebird_mission",2], ["nedmedical1_mission",3], ["nedoffroad_mission",3], ["nedresearch_mission",3], ["nedsnipercamp_mission",3], ["nedstrider_mission",2], ["nedbtrader_mission",2], ["nedural_mission",3], ["roguenavyseals",3], ["thieves",3], ["walmart",3] ]; 6. Repack config.sqf and folders into PBO 7. Put a3_dms.pbo back into /@ExileServer/addons/ on server and start. No BE or InfiSTAR additions apart from what you installed to run DMS. this will not run without DMS. Configuration advice in the "How it works" file in zip. If you want to help share more missions then drop me a line. enjoy As I agreed to have content included in the bas DMS files on GitHub the following now is in effect. License Overview: This work is protected by Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0). By using, downloading, or copying any of the work contained, you agree to the license included. DMS by Defent and eraser1 is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  2. just make the list 1 of each: //create possible difficulty add more of one difficulty to weight it towards that _PossibleDifficulty = [ "easy", "moderate", "difficult", "hardcore" ]; that makes all difficulties the same chance which is the same as random, using random could bugger things up
  3. red_ned

    [Updated] Easy Trader set up

    Thought I should give back to this community so here goes, please be gentle with criticism but I will attempt to keep updating, especially with your help. I wanted and easier way to deal with mods and items in the traders, all happened when we decided to change our server from CUP and MAS to RHS/MAS/HLC and the mission config became a nightmare. I had come across this technique before in A2 using the flat-file system and something almost identical in A3 Epoch so thought it was possible. The basic idea is to have separate trader files for each mod you use, each mod has classes unique to it, and each class has that mods items, this allows you to turn off classes quickly. I have included: CUP vehicles, CUP weapons, HLC, RHS vehicles (US and RUS 0.4.1), MAS vehicles, MAS weapons, RHS weapons (US and RUS 0.4.1), TRYK, PODS, Arma 3 base vehicles, HVP v2.1, R3F Weapons, Extended Building Mod, Apex, Fox Vehicles, HAP, Jonzie, RHSGREF and NIArms - as I said we did a whole mod change on the server so I had most of the trader files already, but as always there are things I will have missed although everything seems to be working without issue on my current server (except we aren't using clothes outside of the Exile mod and no longer use CUP/TRYK + I don't use loads of the other mods any more). To keep the theme running I also made and Exile file-set so you can call those too and it keeps it all in the same structure (plus made the recent update really easy to update my files). This trader system is offered free without any guarantee or promise and users should back up their files before proceeding. All the folders and files are included in the download, I have also included full instructions and mod class list and trader list and have updated to recent update prices and structure but have mainly updated prices of mods we currently use (as I don't know when TRYK etc. will fix issues with clothes). Download the scripts from GiTHub - https://github.com/redned70/Trader-Mod *** Update v7.2 *** Added : TankDLC Thanks to @ItsDutch for the files *** Update v7.1 *** Added : HAFM Added : MASWW2 Added : NLD Added : POOK Thanks to @ItsDutch and his contributors *** Update v7.0*** Updated for Exile Pineapple *************************************************** ****** Thanks to all the following for help *************** ****** XxFri3ndlyxX, [RG] Salutesh, SE7EN *************** ****** Tobias Solem, pomp4h, Bob_the_K ************** ****** Razor77, jmayr2000, C][G GhostTown™ *********** ****** ElShotte, Killerpoodezz *********************** *************************************************** Installation is in the text files but basically you unzip, copy the TRADERS folder into your mission PBO, then delete whatever you don't use. In your mission folder you remove all the pricing, replacing with file calls, and then remove item classes, again replacing with file calls (again its in the zip with more detailed instructions) and finally copy in the traders over the top of what's in the file (or replace with external file call) removing any unused classes or mods. There are 2 files in each folder one contains prices, the other makes items into classes (a full list of the classes I used is in the zip), this method seems pretty good at helping to change over mods on your server or controlling what parts of each mods are in the server traders (we only have guns and vehicles from any of the mods till all of them are fixed so we just leave out the clothing classes). I have tried to balance the prices but I am sure you can change it to suit (you can copy items straight out of your config file as long as the formatting remains the same) and also I have tried to add all the items from each of the mods I have included but some are harder to track down every possible item. I don't claim to have invented this script as there are many out there like it (probably), but I have compiled everything I have found or information/knowledge I have got from making games servers for 16 years so please don't shout "you ripped me off" as I am sure to have done just that in some way as we all have when we "borrowed" other servers trader prices etc but as ever I will take down anything which people say is 100% theirs (but I am pretty sure I haven't done that). I hope this just makes it easier with trader lists. cheers ****** You may not use my script on a server which takes real money for items in game ******
  4. for some reason DMS shows the error even when working, it doesn't actually affect anything but to turn off mines in the missions you need to find _MineChance1 (and there may also be _MineChance2 in some missions) in the mission files and replace chance with -1 like this: _RocketChance = -1; // no rockets on easy - this overrides DMS config _MineChance1 = -1; // no mines on easy - this overrides DMS config this is because I override the main DMS mine settings here: if (_RocketChance >= (random 100)) then { _temp = DMS_ai_use_launchers; DMS_ai_use_launchers = true; // Turn on launchers - ignore DMS-Config _temp2 = DMS_ai_use_launchers_chance; DMS_ai_use_launchers_chance = 100; // %chance already done so ignore DMS-Config _logLauncher = "1"; // Test logging, can turn off } else { _temp = DMS_ai_use_launchers; DMS_ai_use_launchers = false; // Turn off launchers - ignore DMS-Config _temp2 = DMS_ai_use_launchers_chance; DMS_ai_use_launchers_chance = 0; // %chance already done so ignore DMS-Config _logLauncher = "0"; // Test logging, can turn off }; setting to -1 means it will never get a chance to have mines, rather than removing code which you may want later to turn them back on easily
  5. red_ned

    DMS - Defent's Mission System

    adding code to make more loot variables in the actual DMS configs is a bit tricky, you would need to build the function file, add the function to DMS then call the function in each mission you want to use it. the code I gave earlier to the other question asked does allow for you to set a % chance and also a min/max setting per item and add it onto the already loaded crate (in theory as I haven't tested it for myself) and you can drop the code into any mission and would give you -> standard loot + DMS special loot (_rareLootChance) + Extra special loot. I have put a load off code help on my GitHub to try to help but it isn't a complete help as I usually add things as I come across them https://github.com/redned70
  6. red_ned

    DMS - Defent's Mission System

    that DMS? if it is then just use the littlebird mission https://github.com/redned70/DMSBanditMissions/blob/master/missions/bandit/nedlittlebird_mission.sqf all you need to do is make a copy of the file for each vehicle type and rename them, 1. Change mission names and markers: // define start messages with difficulty choice _msgStart = ['#FFFF00',format["A heli has landed at a small %1 bandit base. Go kill them and steal the heli!",_difficulty]]; // Define Mission Win message defined in persistent choice // Define Mission Lose message _msgLOSE = ['#FF0000',"The attackers flew off and the base escaped attack."]; // Define mission name (for map marker and logging) _missionName = "Heli Steal"; 241 // define start messages with difficulty choice 242 _msgStart = ['#FFFF00',format["A heli has landed at a small %1 bandit base. Go kill them and steal the heli!",_difficulty]]; 243 244 // Define Mission Win message defined in persistent choice 245 246 // Define Mission Lose message 247 _msgLOSE = ['#FF0000',"The attackers flew off and the base escaped attack."]; 248 249 // Define mission name (for map marker and logging) 250 _missionName = "Heli Steal"; mission win message is here as it requires entry code: 207 // is %chance greater than random number 208 if (_VehicleChance >= (random 100)) then { 209 _pinCode = (1000 +(round (random 8999))); 210 _vehicle = [_VehicleClass,[(_pos select 0) -30, (_pos select 1) -30],_pinCode] call DMS_fnc_SpawnPersistentVehicle; 211 _msgWIN = ['#0080ff',format ["Convicts killed everyone and made off with the heli, entry code %1...",_pinCode]]; 212 } else 213 { 214 _vehicle = [_VehicleClass,[(_pos select 0) -30, (_pos select 1) -30, 0]] call DMS_fnc_SpawnNonPersistentVehicle; 215 _msgWIN = ['#0080ff',"Convicts killed everyone and made off with the heli."]; 216 }; change list of possible vehicles: 184 //create possible vehicle list 185 _PossibleVehicleClass = [ 186 "Exile_Chopper_Hummingbird_Civillian_Blue", 187 "Exile_Chopper_Hummingbird_Civillian_Red", 188 "Exile_Chopper_Hummingbird_Civillian_ION", 189 "Exile_Chopper_Hummingbird_Civillian_BlueLine", 190 "Exile_Chopper_Hummingbird_Civillian_Digital", 191 "Exile_Chopper_Hummingbird_Civillian_Elliptical", 192 "Exile_Chopper_Hummingbird_Civillian_Furious", 193 "Exile_Chopper_Hummingbird_Civillian_GrayWatcher", 194 "Exile_Chopper_Hummingbird_Civillian_Jeans", 195 "Exile_Chopper_Hummingbird_Civillian_Light", 196 "Exile_Chopper_Hummingbird_Civillian_Shadow", 197 "Exile_Chopper_Hummingbird_Civillian_Sheriff", 198 "Exile_Chopper_Hummingbird_Civillian_Speedy", 199 "Exile_Chopper_Hummingbird_Civillian_Sunset", 200 "Exile_Chopper_Hummingbird_Civillian_Vrana", 201 "Exile_Chopper_Hummingbird_Civillian_Wasp", 202 "Exile_Chopper_Hummingbird_Civillian_Wave" 203 ]; you can change any other parameters you like to tweak just make sure you call the missions by their file name (no .sqf) in the DMS config file alongside all the others e.g. DMS_BanditMissionTypes = [ ["missionHeli1", 10], ["missionHeli2",50] …….. etc
  7. red_ned

    DMS - Defent's Mission System

    _missionObjs is not a way to call up things, its a way to clean up after as it just looks at what is in the list there and removes something like this should work for you add to private[] -> "_SpecialChance", "_SpecialList" add into difficulty variables _SpecialChance = 60; //%chance for this to happen _SpecialList = [["itemname1",0,1],["itemname2",0,1]]; // items, min, max add special if chance great enough - probably after _crate_loot_values1 lines to add onto whatever is in the crate and don't use clear crate so this adds onto whatever you already loaded into the crate if (_SpecialChance >= (random 100)) then { { _item = _x select 0; _amount = _x select 1; _randomAmount = _x select 2; _amount = _amount + (random _randomAmount); _itemType = _x call BIS_fnc_itemType; if((_itemType select 0) == "Weapon") then {_crate addWeaponCargoGlobal [_item, _amount];}; if((_itemType select 0) == "Magazine") then {_crate addMagazineCargoGlobal [_item, _amount];}; if((_itemType select 0) == "Item") then {_crate addItemCargoGlobal [_item, _amount];}; if((_itemType select 0) == "Equipment") then {_crate addItemCargoGlobal [_item, _amount];}; if((_itemType select 0) == "Backpack") then {_crate addBackpackCargoGlobal [_item, _amount];}; }forEach _SpecialList; } else { };
  8. Releasing this main DMS static mission pack for Napf (map specific) 11 Static DMS missions for Napf Map. Features include: a3_custom file loading of main mapping with full PBO and settings - allowing simple objects (better FPS) and enableSimulationGlobal for active lighting and doors etc Mission start mapping of blockades etc Fully randomised AI numbers, difficulty and reinforcements Fully commented missions for ease of adjustment Some paratroop reinforcements, support vehicles including air and land Possible minefields per mission Included server-side markers and mapping for bridges which can aid in missions. Slightly smaller island missions with 1 crate and less AI Camp Audacity Mission Camp Bravery Mission Camp Courage Mission Camp Fortitude Mission Larger castle/church missions with extra mapping on castles to fortify Froburg Castle Mission Homburg Castle Mission Napf Castle Mission Muttenz Church Mission Larger island missions with 2 crates Occupied Island Mission - with paratroopers and AI heli Oil Island Mission - with bridge and markers Stranded Bandits Mission I am releasing it all as I am not sure how much longer I will keep my Napf server up due to player decline and may either give up or move onto another map. The pack does consist of most of the best ways (I think) of doing things so server-side markers and bridges can help protect your work etc and using 2 ways of calling objects (server load, mission start) with simple and complex mapping to allow for minimal server stress (not every object needs to be interactive e.g. walls as it just adds load to server) and using everything I learned about mapping loading, DMS AI and mission randomisation. These missions have been live on my server for a year or more so you can always pop over and see some of them. Instructions and full images on GitHub so wont bother with most of those here. Download: https://github.com/redned70/DMSStaticMissions (Napf/Napf full mission pack) Big up to @Pradatoru for load of mapping with me (especially those damn bridges!) Hope you enjoy the missions ned
  9. red_ned

    [Use red_neds missions]

    nice, congrats
  10. red_ned

    [Use red_neds missions]

    possibly, try editing the map config in DMS and play with DMS_MinDistFromWestBorder DMS_MinDistFromEastBorder DMS_MinDistFromSouthBorder DMS_MinDistFromNorthBorder you may be able to adjust the borders to include the island then you may also need to reduce the distance to water (if the island isn't big enough) DMS_WaterNearBlacklist you may then also need to add a few circles of blacklisting to stop odd spawns (may be ok without this one but you never know) DMS_findSafePosBlacklist all map configs are in the DMS PBO a3_dms\map_configs\name_map.sqf not 100% sure this will work but in theory it should
  11. red_ned

    DMS - Defent's Mission System

    @Bob_the_K Big question: SQM and SQF use slightly different variations SQM = X,Z,Y SQF = X,Y,Z DMS using DMS_fnc_ImportFromM3E ["Land_Cargo_House_V4_F",[0,15,0],0] ["item",[x,y,z],rotation] but this is relative to the centre point of the mission as its used in Bandit missions the most so +0, +15, +0, pointing north using DMS_fnc_ImportFromM3E_3DEN_Static ["Land_Trench_01_grass_F",[10998.5,11806.3,220.408],[[-0.996528,0.0832604,0],[0,0,1]],[false,false]] Is the same as using custom PBO to load but DMS takes care of the processing lines: private _objects = [ ["Land_Trench_01_grass_F",[10998.5,11806.3,220.408],[[-0.996528,0.0832604,0],[0,0,1]],[false,false]] ]; { private _object = (_x select 0) createVehicle [0,0,0]; _object setPosASL (_x select 1); _object setVectorDirAndUp (_x select 2); _object enableSimulationGlobal ((_x select 3) select 0); _object allowDamage ((_x select 3) select 1); } forEach _objects; ["createVehicle",[setPosASL],[[setVectorDirAndUp]],[enableSimulationGlobal,allowDamage]] > [-0.996528,0.0832604,0],[0,0,1] = [VectorDir], [VectorUP] I find that i need to export my mapping via @m3e_3den for DMS_fnc_ImportFromM3E_3DEN_Static but use @m3editor export for AI positions and calculating DMS_fnc_ImportFromM3E. I recently moved some of my map markers from the SQM to load in the custom PBO (so i could release a simpler map pack for my new Napf missions) marker looked like this in SQM class Item29 { dataType = "Marker"; position[] = {2319.42, 0.0, 3559.26}; name = "South_West_Bridge"; markerType = RECTANGLE; type = "rectangle"; colorName = "ColorGrey"; alpha = 0.904549; a = 30.0; b = 800.0; angle = 50.756; id = 29; atlOffset = 88.1007; }; But looked like this in SQF server-side PBO _SWbridgeMarker = createMarker ["South_West_Bridge", [2319.42,3559.26,0]]; _SWbridgeMarker setMarkerShape "RECTANGLE"; _SWbridgeMarker setMarkerSize [30,800]; _SWbridgeMarker setMarkerDir 50.756; _SWbridgeMarker setMarkerColor "ColorGrey"; _SWbridgeMarker setMarkerAlpha 0.904549; _SWbridgeMarker setMarkerText "South_West_Bridge"; _SWbridgeMarker setMarkerType "RECTANGLE"; hope that helps a little
  12. red_ned

    Question about AI Gear, and Rewards

    try using just this in the VEMF config as it may need to call a file which has the correct formatting looking at how VEMF calls its custom config these days
  13. Napf Castle Mission v2.1 (logic + mapping v2.0) thanks to @Pradatoru for mapping I decided to release this mission for Napf as it demonstrates a new way of loading mapped objects which allows for a mix of simulated and simple objects so you get dynamic lighting at night and I wrote it for my new Napf server. This mission uses 2 sets of mapping, 1 in a3_custom.pbo to load on server start and also Napf_Castle_Objects to load in a few extra objects on mission spawn to make the area change a little when a mission is triggered. You MUST have DMS installed to run this mission. Download from : https://github.com/redned70/DMSStaticMissions/tree/master/Napf Install Instructions 1. 2 Choices depending on your current set up (I don't use the DMS on server start load mapping method to increase my options) If you currently dont run a custom mapping load PBO then: Get @ExileServer\addons\a3_custom.pbo and add into your server @ExileServer\addons folder If you do currently run a custom mapping load PBO then: add [] execVM "a3_custom\mapcontent\DMS_Napf_Castle.sqf"; to your fn_init.sqf and add the DMS_Napf_Castle.sqf file to your /mapcontent/ folder. 2. Extract your DMS PBO file and add the following 2 files into the correct places: @ExileServer\addons\a3_dms\missions\static\Napf_Castle_Mission.sqf @ExileServer\addons\a3_dms\objects\static\Napf_Castle_Objects.sqf 3. Add the line ["Napf_Castle_Mission",8] from @ExileServer\addons\a3_dms\config.sqf into your DMS config.sqf 4. Repack DMS PBO file (checking it packed with all 3 prefix files) and upload to @ExileServer\addons\ on your server Please leave constructive criticism or any bugs I may have left in. Screenshots Before mission starts: After mission starts: Night time lighting effects:
  14. I am building the package at the moment for the full mission pack as I am going to release my entire Napf DMS missions. Napf castle will be included once I finish the package as it takes time to write all the instructions etc, forgot I pushed the almost empty folder to GitHub sorry. Will post new thread once I finish and release.
  15. Updated original mission to use the latest logic I have for static missions, added cash into a crate too. ******************************************************* Using a small amount of additional mapping and lots of stuff already in the area to make this one light on the server ******************************************************* "Abandoned Village" v2.1 static mission for Altis. Created by [CiC]red_ned using templates by eraser1 Credits to Pradatoru for mapping 18 years of CiC http://cic-gaming.co.uk easy/mod/difficult/hardcore - reworked by [CiC]red_ned http://cic-gaming.co.uk ******************************************************* For Altis only. Running on DMS System ******************************************************* Installing. 1. Copy a_village.sqf into a3_dms.pbo missions/static 2. Copy a_village_buildings.sqf into a3_dms.pbo objects/static 3. Extract map_configs/altis_config.sqf 4. Find DMS_StaticMissionTypes append [["saltflats",1],["slums",1]]; Change to (or add extra) DMS_StaticMissionTypes append [["saltflats",1],["slums",1],["a_village",1]]; 5. Find DMS_BasesToImportOnServerStart append ["saltflatsbase","slums_objects"]; Change to (or add extra) DMS_StaticMissionTypes append ["saltflatsbase","slums_objects","a_village_buildings"]; 6. Repack altis_config.sqf into PBO 7. Put a3_dms.pbo into /@ExileServer/addons/ on server and start. Install instruction and images in download from https://github.com/redned70/DMSStaticMissions No BE or InfiSTAR additions apart from what you installed to run DMS. this will not run without DMS. You can edit the mission text by changing the following in a_village.sqf // Define Mission Start message _msgStart = ['#FFFF00',format["%1 Terrorists are raiding the abandoned village for cake and beer",_difficultyM]]; // Define Mission Win message _msgWIN = ['#0080ff',"Convicts have successfully killed the Terrorists and stolen all the cake"]; // Define Mission Lose message _msgLOSE = ['#FF0000',"Terrorists got bored and buggered off taking all the goodies..."]; // Define mission name (for map marker and logging) _missionName = "Abandoned Village";
  16. no, all DMS bandit missions should work without issue on any map as long as you have the correct DMS settings in the main config and I didn't use anything that wasn't default ARMA or EXILE so theres no mods used in there
  17. red_ned

    Help me pls I can't join server

    post RPT in a paste bin url and also check the DB error files and post
  18. red_ned

    DMS - Defent's Mission System

    @Anhor and @ausHaus yes you are correct there is a general fault on static mission timeout, I did see there was a fix for it somewhere around but I haven't got round to trying it out yet (although pushed onto one of my servers for testing), I have files but cant remember who or where it was posted
  19. red_ned

    [Updated] Easy Trader set up

    I always meant to correct this but its such a pain in the bum to get time to do, someone donated one or more of the RHS folders, plus I may have pushed one folder by mistake while trying to recover after losing 3 years of work but yes rhs original 2 mods were split into weapons and vehicles rather than the 2 mods separately. I will try to do it at some point unless someone already has the files I can merge into it
  20. red_ned

    [Updated] Easy Trader set up

    I added to trader files to replace out dated ones with your credit too. good work, shame I just don't have time to chase every mod and script these days..
  21. Updated 27 March 2017 to use v2.1 logic with full difficulty settings and cash in crates As there is no Mayor AI, I made this to be a "kill the troops repairing the Mayors mansion and stop his return" kind of mission filling in some unused coastline on South East of map. Mapping is by @Pradatoru ******************************************************* "Kill the Mayor" v2.1 static mission for Altis. Credits to Pradatoru for mapping Created by [CiC]red_ned using templates by eraser1 18 years of CiC http://cic-gaming.co.uk ******************************************************* For Altis only. Running on DMS System ******************************************************* Installing. 1. Copy mayor.sqf into a3_dms.pbo missions/static 2. Copy mayor_buildings.sqf into a3_dms.pbo objects/static 3. Extract map_configs/altis_config.sqf 4. Find DMS_StaticMissionTypes append [["saltflats",1],["slums",1]]; Change to (or add extra) DMS_StaticMissionTypes append [["saltflats",1],["slums",1],["ai_island",1],["mayor",1]]; 5. Find DMS_BasesToImportOnServerStart append ["saltflatsbase","slums_objects"]; Change to (or add extra) DMS_BasesToImportOnServerStart append ["saltflatsbase","slums_objects","ai_island_buildings","mayor_buildings"]; 6. Repack altis_config.sqf into PBO 7. Put a3_dms.pbo into /@ExileServer/addons/ on server and start. Install instruction and images in download from https://github.com/redned70/DMSStaticMissions No BE or InfiSTAR additions apart from what you installed to run DMS. this will not run without DMS. You can edit the mission text by changing the following in mayor.sqf // Define Mission Start message _msgStart = ['#FFFF00', "The old Mayors troups are trying to set up his old home"]; // Define Mission Win message _msgWIN = ['#0080ff',"Convicts have successfully killed the Mayors troups and prevented his return"]; // Define Mission Lose message _msgLOSE = ['#FF0000',"The Mayors troups have left his house to continue planning the Mayors return..."];
  22. go into a3_dms\scripts and look at the ImportFrom files: in a few of them find _obj enableSimulationGlobal false; and change it to _obj enableSimulationGlobal true; if the building really has working doors and you can go inside that should fix it for you
  23. This was released as a BETA (looks complete now so turned from beta to release) and therefore may contain bugs/errors/typos but I decided to finally put it out there for people to play with and hopefully either help me test and fix it (if it is still broken). The version 1.0 and noheli versions were originally tested and worked - thanks to help from @jmayr2000 but the heli version did not spawn a heli although the rest worked. Download from: https://github.com/redned70/DMSStaticMissions Mapping files and all versions and help files included in the github download. ******************************************************* For Tanoa only. Running on DMS System Thanks to @aussie battler for heli reinforcement fix ******************************************************* georgetown_v1.0 is hardcore only with no AI vehicles. georgetown_noheli is multi difficulties with chance of persistent vehicle and ground AI patrols. georgetown is multi difficulties with chance of persistent vehicle with ground AI patrols and AI heli. ******************************************************* Features 1. Road blocks spawn on mission start and get cleared up after. 2. Mission available in 4 difficulties. 3. Full control of reinforcement settings. v2.1 code. 4. Randomised loot. 5. Separate ground AI to building top sniper AI. 6. AI vehicle patrol will reinforce to different locations in the town. 7. Ground AI reinforce but snipers don't. 8. % chance of permanent heli prize. 9. Added random amounts of poptabs to crates for prize. 10. Heli reinforcements with gunship ******************************************************* All install instructions : https://github.com/redned70/DMSStaticMissions/blob/master/Tanoa Static/Georgetown_Invasion_DMS_Static/Install.txt Just change the name of the version you want to use to georgetown.sqf and follow the instructions. More details of how it works will be included as I get through it all as it is the most complex mission I ever wrote for static DMS missions. Please let me know any bugs/issues as this is released under the terms that I am not responsible if your server bugs out and you should backup all files before testing it out. If you do know how to fix my heli code (if it is still broken) then please post so I can update files. cheers
  24. be careful with commas in your config, last line should never have a comma in the string. DMS_StaticMissionTypes = [ ["comms_alpha",1], ["hotel_invasion",1], ["georgetown",1] ]; the missions aren't your issue, your config is and its probably the commas
  25. red_ned

    DMS Mission addon Contents page

    TBH its pretty much the same as static just any mapping needs to be done with relative positioning, most of my missions should be annotated enough to follow. Just not making anything new atm as I lost my enthusiasm after losing 2 years of mapping and scripts, but here to help if you need