red_ned 658 Report post Posted January 31, 2016 (edited) 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"; Edited March 27, 2017 by red_ned updated mission logic 3 Share this post Link to post Share on other sites
red_ned 658 Report post Posted March 27, 2017 updated mission to use my latest v2.1 logic and original v1.0 is in zip file still if people want it in that format Share this post Link to post Share on other sites
red_ned 658 Report post Posted March 27, 2017 NOTE- to update if you have this mission already installed just replace a_village.sqf in missions/static Share this post Link to post Share on other sites
Mxxm 0 Report post Posted February 11 Great mission, if i could only figure out why the mission does not create a map marker :/ Share this post Link to post Share on other sites