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Found 217 results

  1. Hi all, This is my first contribution a Static AI mission for Chernarus in Zelenogorsk. This has been tested by myself and a couple of players on my server and has no issues that i can see. Mission name: Bandit Base AI: 27 + 3 Static .50 cal gunners 2 x Loot crates. Static base spawnable mission with Ai and crates with DMS. a3_dms\config.sqf around line 286 to 292 a3_dms\missions\static\zelenogorsk.sqf mpmissions\Exile.Chernarus\initServer.sqf
  2. Hi I am having trouble adding custom objects to DMS missions. I get the error: House not found in the list House 67682400# 1060022: mil_hangar_ep1.p3d (to) not found in the operative map To get rid of the error I replace the object with another one & hope for no errors. In turn this error causes problems with DMS not being able to clean up mission objects & the make become a mess with dead mission before restart. Can I add the class name to the addons section in my mission.sqm to remove the problem? cheers
  3. Here you will find instructions of installment of DMS as well as updates and general discussion of it. Changelog can be found here: https://github.com/Defent/DMS_Exile#changelog ============================================================ 1. REQUIREMENTS: DMS requires only Exile. It cannot run on anything other than Exile either. 2. FEATURES: DMS comes highly customizable. We allow you to modify anything! 10+ pre-made missions. AI spawning via groups or singular AI calling. Not a single scripting thread run. Unscheduled clean up for better performance. AI Patrol settings (WIP) Dynamic missions Static missions And much more! 3. HOW DO I MODIFY x?: https://github.com/Defent/DMS_Exile#to-modify-the-config 3.1 AI spawn amount: To set the amount of ai spawning open the mission file you want to modify and change the following line: _AICount = 6 + (round (random 2)); This will spawn 6 AI's and between 1 and 2 more selected randomly for added dynamic. 3.2 Change AI difficulty: Open the mission file you want to edit the following line: _difficulty = "difficult"; Accepted difficulties are: easy, moderate, difficult and hardcore. 3.3 How do I change any and most settings? Open the config.sqf file and modify everything to your wish. 4. DOWNLOAD: To download DMS go here: https://github.com/Defent/DMS_Exile You can simply download the a3_dms folder and pack that yourself using any pbo packer application. 5. INSTALLATION: https://github.com/Defent/DMS_Exile#to-install Installation is as simple as it gets. Modify the config.sqf to your liking or just keep it stock, I'm not your mother. Pack it to a pbo using any application of your liking. The prefixes should not be touched. Open @ExileServer\addons\ and place it in here. That is, place a3_dms.pbo inside the addons folder of @ExileServer 6. THANKS TO: eraser1 for remaking my code and adding much more! WAI for being the basis of our system. and anyone who helped us making DMS and our contributors on DMS: https://github.com/Defent/DMS_Exile/graphs/contributors Special thanks also to the people who tested our system for bugs and to the Exile devs who checked our code for bugs. 6. LEGAL https://github.com/Defent/DMS_Exile#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. Based on a work at https://github.com/Defent/DMS_Exile. Full legal documentation found at: http://creativecommons.org/licenses/by-nc-sa/4.0/legalcode 8. BONUS second_coming created a script that uses DMS ai. It allows for town invasions, roaming ai and ais to occupy towns. Check it out here:
  4. I got my map editor working again so decided to start off with a light mission with little extra buildings so it doesn't impact server performance. No screenshots yet but will add later. I have made 2 versions (buildings are the same for both) but v2.1 is much more configurable and adds a vehicle and different difficulties. Thanks to @jmayr2000 for helping with testing and fixing bugs and suggesting settings. I will try to make more soon and get some released so please give feedback, suggestions and comments but be nice as I'm special! ned ******************************************************* "Comms Alpha" static mission for Tanoa. Thanks to jmayr2000 for helping debug and test. Created by [CiC]red_ned using templates by eraser1 17 years of CiC http://cic-gaming.co.uk ******************************************************* For Tanoa only. Running on DMS System v1.0 is hardcore only with no vehicle. v2.1 is multi difficulties with chance of persistent vehicle and lots of editable functions. ******************************************************* Download: https://github.com/redned70/DMSStaticMissions ******************************************************* Installing. 1. Copy comms_alpha.sqf into a3_dms.pbo missions/static 2. Copy comms_alpha_buildings.sqf into a3_dms.pbo objects/static >>>>>>>>Either<<<<<<<<<<< 3. Extract map_configs/tanoa_config.sqf 4. Add to end // Add the "comms_alpha" mission to the existing mission types. DMS_StaticMissionTypes append [["comms_alpha",5]]; // Add the "comms_alpha_buildings" to spawn on server startup. NOTE: "append" and "pushback" are NOT the same. DMS_BasesToImportOnServerStart append ["comms_alpha_buildings"]; 5. Repack tanoa_config.sqf into PBO >>>>>>>>OR<<<<<<<<<<<<<< Edit main DMS config.sqf 6. Find DMS_StaticMissionTypes = [ // List of STATIC missions with spawn chances. //["saltflats",1], //<--Example (already imported by default on Altis) //["slums",1] //<--Example (already imported by default on Altis) ]; DMS_BasesToImportOnServerStart = [ // List of static bases to import on server startup (spawned post-init). This will reduce the amount of work the server has to do when it actually spawns static missions, and players won't be surprised when a base suddenly pops up. You can also include any other M3E-exported bases to spawn here. //"saltflatsbase", //<--Example (already imported by default on Altis) //"slums_objects" //<--Example (already imported by default on Altis) ]; replace with DMS_StaticMissionTypes = [ ["comms_alpha",1] ]; DMS_BasesToImportOnServerStart = [ "comms_alpha_buildings" ]; 7. Save and repack config into PBO 8. Put a3_dms.pbo into /@ExileServer/addons/ on server and start.
  5. [TBB] EXILE TANOA

    Hey Survivors, are u looking for a brand new exile Server? With the Map Tanoa and not too many Mod´s? Then this is what you are looking for! I have Towing ZCP DMS VEMF Highloot and much mor activated! I am also creating my own DMS Missions! There are already two of them on the server! I hope we see us soon sincerely Jack Garcia Hallo Überlebende, sucht Ihr nach einem Neuen Server? Mit der Karte Tanoa und nicht zu vielen Mods? Dann seit ihr hier genau richtig! Ich habe Towing ZCP DMS VEMF sehr hoher Loot und vieles andere drauf! Und um euch das alles noch atraktiver zu machen, sind bereits 2 selbst erstellte DMS missionen auf dem Server! Ich hoffe wir sehen uns bald euer Jack Garcia
  6. SOLUTION by @[AI] Stalker is to rotate all objects 180 degrees and then save them !! cheers @[AI] Stalker HI I can import objects into DMS missions but everything is reversed. So signs are backwards and sandbag patterns are messed up. Just wondering what I can do to fix it? Here are the step I use: 1. Load editor with M3Editor - 3DEN 2. Make a mission scene 3. Convert objects to simple objects (found under the "Exile" menu 4. Export objects relative (found under the M3Editor menu) 5. I have made sure that DMS is importing using the function call Import from M3 - 3den script My code seems to look like the objects in the bandit missions. A line of my code: Dms objects code: I love making custom DMS missions thanks to @red_ned and @eraser1 for the code to make it happen. Pictures show how the signs & sandbags are flipped:
  7. Need HELPPP ///// DMS mission doesn't work on my server/////rpt //// http://pastebin.com/10Bc90Vn Can help me somebody plz!!!
  8. Updated to my latest v2.1 30/07/16 code which makes mission more configurable and random plus spawns in multiple difficulties. Also moved to GiThub for ease of update, original v1.0 files zipped in folder if you just want original hardcore version. To update just replace the main mission file ( ai_island.sqf). ************************************************************************************************************** "Ai Island" static mission for Altis using DMS. This is mostly a mission I ported over from our old Arma3 Epoch server, I was going to use A3XAI but decided I like the DMS Static system for the Ai so I could have it spawn and re-spawn as part of the possible large missions and also come under the max mission rules for static missions in DMS to not overload the serve with AI. I used the Slum base file as the template for the AI side of things so I must give credit to @eraser1 and @Defent for their hard work on the DMS missions, using our old AI positioning along with a few new bits and pieces. I also used the mapping from our old server which was pieced together by Kroenen so big up to him, I just had to recode it a little to make it fit in with the DMS static objects and only use items used in Exile. Feel free to use it how you want but if it goes around please remember CiC in there somewhere. Installing Download from https://github.com/redned70/DMSStaticMissions 1. Copy ai_island.sqf into a3_dms.pbo missions/static 2. Copy ai_island_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 DMS_StaticMissionTypes append [["saltflats",1],["slums",1],["ai_island",1]]; 5. Find DMS_BasesToImportOnServerStart append ["saltflatsbase","slums_objects"]; Change to DMS_BasesToImportOnServerStart append ["saltflatsbase","slums_objects","ai_island_buildings"]; 6. Repack altis_config.sqf into PBO 7. Put a3_dms.pbo into /@ExileServer/addons/ on server and start. ****** Updated Ai slightly to trigger more frequently + added in bridge file if people want it thanks to @LimbWalker ****** ****** Optional Bridge to Island ****** 8. If you want a bridge to the island then copy ai_island_bridge.sqf to a3_dms.pbo objects/static 9. In map_configs/altis_config.sqf change/add DMS_BasesToImportOnServerStart append ["saltflatsbase","slums_objects","ai_island_buildings","ai_island_bridge"]; Follow steps 6 and 7 to finish. 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 ai_island.sqf // Define Mission Start message _msgStart = ['#FFFF00', "A large group of Admins have invaded the island and are drinking beer and eating cake"]; // Define Mission Win message _msgWIN = ['#0080ff',"Convicts have successfully killed the Admins and claimed all the cake and beer for themselves!"]; // Define Mission Lose message _msgLOSE = ['#FF0000',"The Admins have finished their beer and cake and buggered off..."]; // Define mission name (for map marker and logging) _missionName = "Ai Island"; I don't think it is the most sophisticated coding I could do but it was fast and works for us but thought as I have had so much off these forums I should release something else out there. If any of the DMS people are looking then feel free to incorporate this and make it better, just give CiC a bit of credit. cheers
  9. WTF is this? A roaming AI spawner and monitor to be used in conjunction with DMS and will not work without it: It has been expanded since initial release to include several sections: AI spawning in towns and villages across the map (can be turned on/off in the config.sqf) The ability to have survivor AI and bandit AI in towns and villages who will fight each other (survivor AI are friendly to players) AI spawning around military buildings (can be turned on/off in the config.sqf) Roaming land vehicles (can be turned on/off in the config.sqf) Roaming air vehicles (can be turned on/off in the config.sqf) Random spawning loot crates with AI guards (can be turned on/off in the config.sqf) Dayz style helicrashes (can be turned on/off in the config.sqf) A public bus service (or helicopter) which travels between trader zones and will stop to pickup players If you use a helicopter and experience problems with the heli crashing into objects at your traders you can place helipads and it will use those as the landing areas. FastNights, the ability to speed up ingame time during dark times to reduce the amount of night per server cycle. Traders, the ability to have dynamic spawning traders (with or without safezones) Process monitoring to help with optimising your server setup The ability to have custom log files (if you use infiSTAR) Random spawning AI that hunt players added in V58 (work in progress) AI spawns in randomly selected villages, towns and cities to a maximum amount set in the config (found in config.sqf). The maximum amount also counts the amount of AI spawned from other DMS controlled AI and will also not spawn if the server FPS falls below a limit set in config.sqf https://github.com/secondcoming/a3_exile_occupation/blob/development/source/a3_exile_occupation/config.sqf To specify which land vehicles and air vehicles you want to use edit the 2 arrays: VehicleClassToUse = ["Exile_Car_LandRover_Green","Exile_Car_UAZ_Open_Green","Exile_Car_Offroad_Armed_Guerilla01"]; HeliClassToUse = ["Exile_Chopper_Huey_Armed_Green","Exile_Chopper_Hellcat_Green","Exile_Chopper_Mohawk_FIA"]; To allow players to capture AI vehicles you need to be running the latest version of DMS: https://github.com/Defent/DMS_Exile/tree/master If you want to stop AI vehicles exploding once the AI have been killed, in the config.sqf in DMS look for: DMS_AI_destroyVehicleChance = 0; Set it to that and players can capture them How AI scaling works: For every player on the server over 10 players it reduces the maximum amount of AI allowed so that as more players connect fewer roaming AI are spawned to stop the server grinding to a halt. That way on quieter servers you get more AI and on busy servers you get less. How the spawning works: The script will detect where your spawn points and trader zones are based on map markers and where player bases are and won't spawn AI within 500m of any of them. The monitor runs every 5 minutes as part of the Exile threading system and will not spawn additional AI in a location if they already exist. KNOWN ISSUES: PLEASE ENSURE IF YOU DOWNLOAD FROM GITHUB THAT THE FOLDER YOU MAKE INTO A PBO IS CALLED 'a3_exile_occupation' ANY OTHER NAME AND IT WILL NOT WORK. Where to get Occupation from: Source: https://github.com/secondcoming/a3_exile_occupation/tree/development/source/a3_exile_occupation If you use the github source to create the pbo, ensure that the folder name is a3_exile_occupation (not a3_exile_occupation-development) Pre packaged pbo: https://github.com/secondcoming/a3_exile_occupation/tree/development/pre-packaged%20pbo To install place the pbo into the @ExileServer/addons folder I'M HAVING PROBLEMS !!11!!!! If you are having issues with parts of Occupation not working try the following: Use the latest version of DMS Use the latest version of Occupation Try both using the default settings (ie. don't change the config to rule out any typos you may be introducing) If that works then you have typos in your config files (for DMS or Occupation). If that doesn't work then post a full server RPT to pastebin and put the link here.
  10. Всем привет. Подскажите пожалуйста, как можно изменить появления лута, чтоб после прохождения миссии лут появлялся не в коробках, а в машине. Пытался изменить на транспорт в VEMF строку Но сервер падает при старте P.S. Подскажите ещё пожалуйста плагин для сервера который даёт возможность коробку полностью положить в машину.
  11. Vice Gaming Network | Tanoa

    Step into the immersive world of Exile! With our server you can be fighting zombies one minute and then be taken by AI!
  12. SBG EXILe INFECTION

    JOIN US 104.192.227.90:2317 JOIN US 104.192.227.90:2317 SmallBatchGaming presents it’s new Arma 3 Exile server. Appropriately named, SBG EXILE-Z|RZ-INFECTION|100K TABSTART|DMS AND OCCUPATION Map: Altis The server comes with just a two mods right now they are listed as below: Zombies and Demons A Workshop Mod for Arma 3 Author: Ryan This mod adds zombies and demons throughout the map mainly in the major cities, military infrastructures, and a handful of other locations. RZinfection_for_eXpoch A Workshop Mod for Arma 3 Author: MusTanG This mod adds infection that is spread through contact with zeds, it also adds cures for the infection a pill(temporary) and an injector(permanent) as exile consumables. The same server rules apply on here as they do on many other servers. No hacking. No exploiting. PvP is allowed and base raiding is encouraged. We have a 150 slot teamspeak available TS.SmallBatchGaming.com (hop in to ask questions We also have 7D2D, Arma 3 Life (in development), Conan Exile, Rust, as well as a Modded MC server up at this time. Hop in for some fun, looking for exp. staff join TS for info
  13. Insomniac Gaming Survival

    Welcome to Insomniac Gaming The place where you game ALL NIGHT. You wake up, parachuting into the unknown. You don't know where you are, but you have a rifle, and a single magazine. As you land on the island, you realize, your not alone. Mutants come up from the ground, swat teams and other inmates attack you. Your job is to fight, build, and survive. Adapt to your environment, improve your tracking skills, acquire new vehicles, weapons, and clothing. Get ready to start your empire, but do not ever forget, you are being watched.... ADAPT / BUILD / EXPLORE / SURVIVE Mods required: Exile mod All CUP MODS (Terrains, Units, Weapons, Vehicles) Extended Base Mods Enhanced Movement TRYK Uniforms Advanced Rappelling Advanced Sling Load Advanced Towing Ryan zombies RZ Infection for Exile Addons and script: After restarting the server, they are locked vehicle in the territory indestructible DMS missions Police missions Zombie Safe Zones Infistar Revive Enables Base Spawns Virtual Garage ~More~
  14. NOD MEMENTO MORI

    We are back but that time on our old map, Altis. In few days we will start customisation of the map, like we've done it on Tanoa. For the rest server is ready and waiting for you. PVP DMS AI 10K R3F CRATE SELL and other functions MODS: EXILE RHS AFRF RHS USAF RYAN ZOMBIES RZINFECTION ARMA ENCHANCED MOVEMENTS EXTENDED BASE MOD OPTIONAL: INCON EFFECTS Blastcore 1.2
  15. IMS can not be further developed at the moment. I will soon publish more information but please do not use IMS in this form anymore!
  16. HAXcrew Exile

    Some server features Dedicated Server Roaming AI High FPS DMS missions Zombies Advanced Sling Loading Active Admins Great loot RHSUSAF Weapons A few of our server rules No safezone camping and or trolling Do not build on main roads No stealing from safezones No glitching or duping Do not be disrespectful to other players
  17. Built on DMS_Version: "July 3, 2016" - Bandit Mission Pack V 3.0 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 16 July 2016 > V 3.0 - Release 1. Changed the random call from _difficulty = _PossibleDifficulty call BIS_fnc_selectRandom; to _difficulty = selectRandom _PossibleDifficulty; 2. Changed difficulty match from if (_difficulty isEqualTo "easy") then { to switch (_difficulty) do { case "easy": { *** #1 and #2 is to match the way DMS has released some of the missions from this pack and to make updates easier in the future *** 3. Consolidated start messages into 1 line as I saw how eraser1 had changed scripts for including into DMS and realised I missed a trick as this reduces the amount of lines in the script. 4. Consolidated some of the item content choices as I had listed the same lines in all outcomes but really just needed to list once to reduce size of script (again thanks eraser1). 5. Adjusted some spacing, line breaks and tabs as it reduces the overall size and was not really needed. 6. Changed terrorists to bandits to keep in the Bandit Missions theme, and corrected some English grammar. 7. Added % chance of persistent vehicle to more missions so it can be adjusted by user. 8. Changed CoinToss possibilities a % number. 9. Removed several mistakes in brackets - I don't know how I missed them or why it worked anyway but I fixed them. 10. Balanced some AI and loot as they were a little under or over what you would expect from the missions. 11. Added a graded %chance for persistent vehicles on some missions - check the spreadsheet for details. 12. ***NEW MISSION*** - nedbandit1, no crate but loot and cash spawn inside the vehicle. This has almost every function I have been working on inside including 2 groups of custom AI - kind of like the old Mayor missions of the Arma 2 days where one Ai is dressed differently from the rest. It is a working concept and "how to" mission so not only works as a mission but can help people design and release more of their own. ******************************************************* A list of what missions contain or how they vary available here: https://docs.google.com/spreadsheets/d/1wy-j9QHf1ZTl_iK01raut-xZ8p9ulDHf506vkFgyieU/edit?pref=2&pli=1#gid=0 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 get it from: https://drive.google.com/file/d/0B9ukafXMvfhAbl9vcFpsVWZPVXc/view?pref=2&pli=1 Added all my scripts/missions to GiThub available: https://github.com/redned70 and will remove direct downloads once new updates go online Its not overly complicated to install but you need to follow instructions (as long as I documented them correctly) Update V3.0 > notes below but now you get 32 missions giving 128 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. 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], ["nedguns1_mission",3], ["nedhatchback_mission",3], ["nedhunter_mission",2], ["nedifrit_mission",2], ["nedlittlebird_mission",2], ["nedmedical1_mission",3], ["nedoffroad_mission",3], ["nedresearch_mission",3], ["nedsnipercamp_mission",3], ["nedstrider_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.
  18. ![CAP]ComeAndPlay-Community

    You can find the Server on A3Launcher, or the standard ARMA 3 Launcher! ![CAP]EXILE|Chernarus|HackingGrinding|DMS|Vemfr|Revive| !!!!!!!------TS3 Daten auf anfrage------!!!!!!! ______________________________ Restarts every 4 Hours Server is Running on Root! _______________________________ Custom map Content KI Static Mission with High Loot! EBM Mixer (for Crafting Extended Base Mod Parts) Exile Mixer (for Crafting Exile Parts) Radiation Zone (High Loot Zone) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- Mods: VemF Missions VemF Base Attack HVP Vehicles DMS Ocupation DMS Extended Base Mod CUP Vehicles CUP Units CUP Weapons CUP Terrain Core CUP Terrain CWA CUP Terrain Map Enhanced Movement Extended Bas Mod ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- Scripts: ExAd Apps ExAd Grinding & Hacking Recipes Enigma Revive Vehicle Towing StatusBar und vieles mehr ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- Screen Shots: ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- wir sind täglich daran neues einzufügen! Alle Mod's für den Server findet ihr auf dem A3Launcher zum Download einfach Abonnieren, Downloaden und ab geht die Party! Jeder ist Wilkommen
  19. Ok so I made a little something.. it will not sell the crate from within the vehicle but it will sell its contents when you place it next to the trader. Then you can just grab the money out of it.. like so Only downside is.. the crate will stay there.. it is kinda realistic I guess.. I could make it dissapear after a minute.. Instructions First you need to have R3F installed and working Then make sure you have the DMS crate (or any other crate) setup in R3F_LOG\config.sqf under R3F_LOG_CFG_can_be_moved_by_player = R3F_LOG_CFG_can_be_moved_by_player + [ "I_CargoNet_01_ammo_F", and optionally under R3F_LOG_CFG_can_be_transported_cargo = R3F_LOG_CFG_can_be_transported_cargo + [ ["I_CargoNet_01_ammo_F", 100] then open up R3F_LOG\objet_deplacable\relacher.sqf and after R3F_LOG_mutex_local_verrou = true; put this in private _foundTrader = false; { _foundTrader = true; } forEach nearestObjects [player, ["Exile_Trader_WasteDump"], 12]; if (_foundTrader) then { private _crate = R3F_LOG_joueur_deplace_objet; private _cargo = _crate call ExileClient_util_containerCargo_list; private _revenue = _cargo call ExileClient_util_gear_calculateTotalSellPrice; hint format ["Cargo was sold for %1 Poptabs. You can pick them up from the crate.", _revenue]; //str(_revenue); clearWeaponCargoGlobal _crate; clearItemCargoGlobal _crate; clearMagazineCargoGlobal _crate; clearBackpackCargoGlobal _crate; private _cash = _crate getVariable ["ExileMoney", 0]; _crate setVariable ["ExileMoney",_revenue+_cash, true]; }; thats it. EDIT: updated script so you wont lose the money inside the crate if you take the crate a second time and place it down.
  20. Dear Community! We are running DMS, Occupation, and ZCP on our Tanoa server, and i was looking for weeks for a serious option, i did not found anything, so im turning to you guys for help. Is there any solution, or option for DMS missions, to recognise where the players are (example, if there is only one player online) and put the missions "for the player", i mean if there is only one player on the main island, than dont drop missions on the main island, instead of separating them. Any help would be much appreciated! And last but not least, would like to thank to @Defent, and all the others for theese great missions! Community is King!
  21. Below is a list of community made missions for adding into the already great DMS - Defent's Mission System! If you have created and would like to share, send me a PM with the link of the details (below is a sample template) and I will update it accordingly. Install instructions - Supplied by @red_ned *NOTE - Where you see [filename] - This is a place holder for the file names you have downloaded, please amend this and not add Filename to your code. 1. Copy [filename].sqf into a3_dms.pbo missions/static2. Copy [filename]buildings.sqf into a3_dms.pbo objects/static3. Extract map_configs/altis_config.sqf4. Find DMS_StaticMissionTypes append [["saltflats",1],["slums",1]]; Change to (or add extra) DMS_StaticMissionTypes append [["saltflats",1],["slums",1],["[filename]",1]];5. Find DMS_BasesToImportOnServerStart append ["saltflatsbase","slums_objects"]; Change to (or add extra) DMS_StaticMissionTypes append ["saltflatsbase","slums_objects","[filename]_buildings"];6. Repack altis_config.sqf into PBO7. Put a3_dms.pbo into /@ExileServer/addons/ on server and start. ---------------------------------------------------------------------------------- Mission Name - Creator - Map - Original Forum Post - Preview Images -
  22. Exile on Tanoa | Loot and Kill

    Exile Loot and Kill Server on Tanoa Wir haben uns gedacht, dass wir einen Exile Server auf machen, als kleiner Zeitvertreib bis der Life Server auf der neuen Karte da ist. Auf dem Exile Server sind folgende Extras: - DMS Mission System - IMS Mission System - Schiffswracks - Zombies and Demons - ZCP Capture the Flag - neue Baugegenstände - angepasster Loot - neue Fahrzeuge - R3F Logistics Um auf diesem Server spielen zu können, braucht ihr folgende Mods: Exile 1.0.2 exilemod.com/downloads/ Zombies and Demons steamcommunity.com/workshop/filedetails/?id=501966277 Wir wünschen euch viel Spaß! Euer GP-Team
  23. So i created my first static AI mission for DMS mission sytem. It's called the Military Raid it is a basic military instalation that is spawned in using DMS but can also be occupied by VEMFReloaded, all setings can be configured to your liking. Download: https://drive.google.com/open?id=0BwnDum6odAHIRDdIWXJ6RldZNTA Installing. 1. Copy Military_Raid.sqf into a3_dms.pbo missions/static 2. Copy Military_Raid_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],["Military_Raid",1]]; 5. Find DMS_BasesToImportOnServerStart append ["saltflatsbase","slums_objects"]; Change to (or add extra) DMS_BasesToImportOnServerStart append ["saltflatsbase","slums_objects","Military_Raid_buildings"]; 6. Repack altis_config.sqf into PBO 7. Put a3_dms.pbo into /@ExileServer/addons/ on server and start.
  24. [GER] CookieProjects | Zombies

    This is a german server with ExileZ2, DMS Missions and High FPS. The server is currently in beta state and still under development. Needed Addons Exile 1.0.2 "Kohlrabi" Ryanzombies
  25. 2nd mission for Tanoa, again it is very light on buildings and just uses a few road blocks so should run easily on servers (its based on the island with the hotel complex on it). Please leave feedback that is constructive. cheers ******************************************************* "Hotel Invasion" static mission for Tanoa. Thanks to jmayr2000 for helping debug and test. Created by [CiC]red_ned using templates by eraser1 17 years of CiC http://cic-gaming.co.uk ******************************************************* For Tanoa only. Running on DMS System v1.0 is hardcore only. v2.1 is multi difficulties with lots of editable functions. ******************************************************* Thanks to @jmayr2000 for helping with testing again. Download from: https://github.com/redned70/DMSStaticMissions Screenshots to follow. ******************************************************* Installing. 1. Copy hotel_invasion.sqf into a3_dms.pbo missions/static 2. Copy hotel_invasion_buildings.sqf into a3_dms.pbo objects/static >>>>>>>>Either<<<<<<<<<<< 3. Extract map_configs/tanoa_config.sqf 4. Add to end // Add the "hotel_invasion" mission to the existing mission types. DMS_StaticMissionTypes append [["hotel_invasion",5]]; // Add the "hotel_invasion_buildings" to spawn on server startup. NOTE: "append" and "pushback" are NOT the same. DMS_BasesToImportOnServerStart append ["hotel_invasion_buildings"]; 5. Repack tanoa_config.sqf into PBO >>>>>>>>OR<<<<<<<<<<<<<< Edit main DMS config.sqf 6. Find DMS_StaticMissionTypes = [ // List of STATIC missions with spawn chances. //["saltflats",1], //<--Example (already imported by default on Altis) //["slums",1] //<--Example (already imported by default on Altis) ]; DMS_BasesToImportOnServerStart = [ // List of static bases to import on server startup (spawned post-init). This will reduce the amount of work the server has to do when it actually spawns static missions, and players won't be surprised when a base suddenly pops up. You can also include any other M3E-exported bases to spawn here. //"saltflatsbase", //<--Example (already imported by default on Altis) //"slums_objects" //<--Example (already imported by default on Altis) ]; replace with DMS_StaticMissionTypes = [ ["hotel_invasion",1] ]; DMS_BasesToImportOnServerStart = [ "hotel_invasion_buildings" ]; 7. Save and repack config into PBO 8. Put a3_dms.pbo into /@ExileServer/addons/ on server and start.