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[K1LLERs] SR MATRIX

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About [K1LLERs] SR MATRIX

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    Bambi
  1. Hello , you can put the list of mods, example -mod = @Exile;@ FMP;@ CBA_A3; ..., all used in the script, to put in the start.bat of my server, you will help me a lot, i am noob in editions, i go adding all scripts with yours update
  2. I install and verify, thank you !!
  3. We do not install a mod for the specific box, but we can put the exile zombies script with Zombies & Demons for Loot and Death, taking class name to box , and paste in the location for spawn in mission DMS, is the certain ?
  4. /* Bandits Mission with new difficulty selection system Created by Defent and eraser1 easy/mod/difficult/hardcore - reworked by [CiC]red_ned http://cic-gaming.co.uk */ private ["_num", "_side", "_pos", "_OK", "_difficulty", "_extraParams", "_AICount", "_group", "_type", "_launcher", "_staticGuns", "_crate1", "_vehicle", "_pinCode", "_class", "_veh", "_crate_loot_values", "_missionAIUnits", "_missionObjs", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_markers", "_time", "_added", "_cleanup", "_baseObjs", "_crate_weapons", "_crate_weapon_list", "_crate_items", "_crate_item_list", "_crate_backpacks", "_PossibleDifficulty"]; // For logging purposes _num = DMS_MissionCount; // Set mission side (only "bandit" is supported for now) _side = "bandit"; // This part is unnecessary, but exists just as an example to format the parameters for "DMS_fnc_MissionParams" if you want to explicitly define the calling parameters for DMS_fnc_FindSafePos. // It also allows anybody to modify the default calling parameters easily. if ((isNil "_this") || {_this isEqualTo [] || {!(_this isEqualType [])}}) then { _this = [ [25,DMS_WaterNearBlacklist,DMS_MinSurfaceNormal,DMS_SpawnZoneNearBlacklist,DMS_TraderZoneNearBlacklist,DMS_MissionNearBlacklist,DMS_PlayerNearBlacklist,DMS_TerritoryNearBlacklist,DMS_ThrottleBlacklists], [ [] ], _this ]; }; // Check calling parameters for manually defined mission position. // You can define "_extraParams" to specify the vehicle classname to spawn, either as _classname or [_classname] _OK = (_this call DMS_fnc_MissionParams) params [ ["_pos","_pos ERROR",[[]],[3]], ["_extraParams",[]] ]; if !(_OK) exitWith { diag_log format ["DMS ERROR :: Called MISSION bandits.sqf with invalid parameters: %1",_this]; }; //create possible difficulty add more of one difficulty to weight it towards that _PossibleDifficulty = [ "easy", "easy", "easy", "easy", "moderate", "moderate", "moderate", "difficult", "difficult", "hardcore" ]; //choose difficulty and set value _difficulty = selectRandom _PossibleDifficulty; switch (_difficulty) do { case "easy": { _AICount = (3 + (round (random 2))); _crate_weapons = (2 + (round (random 3))); _crate_items = (2 + (round (random 4))); _crate_backpacks = (1 + (round (random 1))); }; case "moderate": { _AICount = (4 + (round (random 2))); _crate_weapons = (4 + (round (random 5))); _crate_items = (4 + (round (random 6))); _crate_backpacks = (2 + (round (random 1))); }; case "difficult": { _AICount = (4 + (round (random 3))); _crate_weapons = (6 + (round (random 7))); _crate_items = (6 + (round (random 8))); _crate_backpacks = (3 + (round (random 1))); }; //case "hardcore": default { _AICount = (4 + (round (random 4))); _crate_weapons = (8 + (round (random 9))); _crate_items = (8 + (round (random 10))); _crate_backpacks = (4 + (round (random 1))); }; }; _group = [ _pos, // Position of AI _AICount, // Number of AI _difficulty, // "random","hardcore","difficult","moderate", or "easy" "random", // "random","assault","MG","sniper" or "unarmed" OR [_type,_launcher] _side // "bandit","hero", etc. ] call DMS_fnc_SpawnAIGroup; // Create Crate _crate = ["box_nato_support_sign_f",_pos] call DMS_fnc_SpawnCrate; // Check to see if a special vehicle class is defined in "_extraParams", and make sure it's valid, otherwise use the default (Offroad Armed) _vehClass = if (_extraParams isEqualTo []) then { "Exile_Car_Offroad_Armed_Guerilla01" } else { if ((typeName _extraParams)=="STRING") then { _extraParams } else { if (((typeName _extraParams)=="ARRAY") && {(typeName (_extraParams select 0))=="STRING"}) then { _extraParams select 0 } else { "Exile_Car_Offroad_Armed_Guerilla01" }; }; }; _vehicle = [_vehClass,[_pos,3+(random 5),random 360] call DMS_fnc_SelectOffsetPos] call DMS_fnc_SpawnNonPersistentVehicle; // setup crate iteself with items from choice _crate_loot_values = [ _crate_weapons, // Weapons _crate_items, // Items + selection list _crate_backpacks // Backpacks ]; // Define mission-spawned AI Units _missionAIUnits = [ _group // We only spawned the single group for this mission ]; // Define mission-spawned objects and loot values _missionObjs = [ [], // No spawned buildings [_vehicle], [[_crate,_crate_loot_values]] ]; // Define Mission Start message _msgStart = ['#FFFF00',format["A heavily armed bandit group has been spotted, take the %1 bandits out and claim their vehicle!",_difficulty]]; // Define Mission Win message _msgWIN = ['#0080ff',"Convicts have successfully taken care of the bandit group!"]; // Define Mission Lose message _msgLOSE = ['#FF0000',"The bandits have driven off, no loot today!"]; // Define mission name (for map markers, mission messages, and logging) _missionName = "Armed Bandits"; // Create Markers _markers = [ _pos, _missionName, _difficulty ] call DMS_fnc_CreateMarker; // Record time here (for logging purposes, otherwise you could just put "diag_tickTime" into the "DMS_AddMissionToMonitor" parameters directly) _time = diag_tickTime; // Parse and add mission info to missions monitor _added = [ _pos, [ [ "kill", _group ], [ "playerNear", [_pos,DMS_playerNearRadius] ] ], [ _time, (DMS_MissionTimeOut select 0) + random((DMS_MissionTimeOut select 1) - (DMS_MissionTimeOut select 0)) ], _missionAIUnits, _missionObjs, [_missionName,_msgWIN,_msgLOSE], _markers, _side, _difficulty, [] ] call DMS_fnc_AddMissionToMonitor; // Check to see if it was added correctly, otherwise delete the stuff if !(_added) exitWith { diag_log format ["DMS ERROR :: Attempt to set up mission %1 with invalid parameters for DMS_AddMissionToMonitor! Deleting mission objects and resetting DMS_MissionCount.",_missionName]; // Delete AI units and the crate. I could do it in one line but I just made a little function that should work for every mission (provided you defined everything correctly) _cleanup = []; { _cleanup pushBack _x; } forEach _missionAIUnits; _cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1)); { _cleanup pushBack (_x select 0); } foreach (_missionObjs select 2); _cleanup call DMS_fnc_CleanUp; // Delete the markers directly {deleteMarker _x;} forEach _markers; // Reset the mission count DMS_MissionCount = DMS_MissionCount - 1; }; // Notify players [_missionName,_msgStart] call DMS_fnc_BroadcastMissionStatus; if (DMS_DEBUG) then { (format ["MISSION: (%1) :: Mission #%2 started at %3 with %4 AI units and %5 difficulty at time %6",_missionName,_num,_pos,_AICount,_difficulty,_time]) call DMS_fnc_DebugLog; };
  5. Ok modifing the place informed with (box_nato_support_sign_f) but the box did not appear, any suggestions? I got this box from @Exile3DEN
  6. Hello, we are admin from the exile server [K1LLERs] and would like to modify the box of items that appears in the missions. The default box is Box_NATO_Wps_F, we can change to box_nato_support_sign_f or something similar, any help we appreciate Sorry for bad english !! [K1LLERs] Team.