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  1. 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:
  2. I'm setting up a Malden map on a server that is already set up for Altis. It's a fresh auto-install from the GSP that hosts our dedi. What do I have to change to make it load a Malden map properly? The server seems to start fine with the exception of this error: 1:50:27 Warning Message: No entry 'bin\config.bin/CfgWorlds.Malden'. my exileconfig.cfg: My Arma3.cfg: When looking at the server in the vanilla server browser it shows the map as Malden 2035. It says the required build is 1.70.141838, but I had defined the required build to match the Dev Branch in one of the config files above. I have BE and verify sig turned off for now. The server shows up with the big red X. What do I need to change?
  3. so this is my error RPT and this is my mission.sqm The error i get is 2:50:55 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. a3_characters_f and in my mission.sqm i already added how can i fix this ?
  4. I've put together a set of Lythium Mission files for your pleasure. Even though this isn't strictly Vanilla, I did try to keep the extras useful and easily configurable/changeable. Note 1: After updating to Arma 1.70 and Exile 1.0.3, I noticed that there seems to be some (loud) wind across the map (even during completely clear weather). This is not specific to this map, as Bohemia appears to have updated some environment sounds, making them louder. I was able to reduce the constant loud wind by creating a Lythium specific environment entry in the config.cpp. While this helped, the wind is still loud during bad weather and at higher elevations. I will be trying to further reduce the wind volume as I get time. Note 2: The files I have provided for this Lythium mission (while tested and functional on their own), were done so with the expectation that the person using them will have enough experience and knowledge to then custom configure the mission to their liking. I have no issues providing information about the mission files themselves and specific addons if I use them on my server and have configured them specifically for Lythium. Given that, my preference would be not to turn this thread into a tutorial on how to edit or configure addons, scripts, etc. Features: 60 player slots 4 Safe Traders (which include both airports) Purchased vehicles spawn safely at designated spots All traders have a fuel station/fuel source 2 Spec Ops Traders 3 Mixer Sites (also equipped with workbenches and campfires for EBM use) 9 Spawn Zones Replaced 5 Non-functioning Jbad Fuel Stations with similar Arma versions Only 2 of the original Fuel Stations would and still do auto refuel 9 Fuel Stations added to fill in gaps (with map markers) Fueling is manual on all added fuel stations Added script to remove/hide certain map objects Floating rock by Shoran Trader Create Heli Landing Area by Shoran Trader 5 Non-functioning Fuel Stations mentioned above 2 Fixes included Get Dynamic Vehicles To Only Spawn Within The Lythium Map Area Purchased Vehicles Spawn In Specific Locations At Traders Exile map markers have been colored All 3 default weather patterns enabled Earthquakes disabled Mission.sqm arranged for easier editing of items without too much work Similar/Related items have been grouped together initServer.sqf/iniPlayerLocal.sqf have been configured to make changes easier Each trader location's objects and simple objects are sectioned and labeled Each trader location's NPCs are sectioned and labeled exile_server_config.pbo included with Jbad and FFAA loot positions Jbad positions all done by me, not copied from other sources Loot positions for Arma buildings and more are also included DMS Files Map Config included for use with DMS Occupation static mission with Lythium locations Does not include: - Roulette GitHub Link: - https://github.com/kurewe/Exile-Lythium Requirements: Exile 1.0.3b - Exile Downloads Jbad - Steam Lythium - Steam
  5. Anyone happen to know how I can add tabs into a crate or vehicle as I want to use it in some new missions I am writing. cheers
  6. Built on DMS_Version: "July 3, 2016" - Bandit Mission Pack V 3.1 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 10 March 2017 > V3.1 - Release Added new nedcashbandits_mission with %vehicle and cash prize (not 100% tested due to no test server) 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*** - nedcashbandits mission with cash prize and possible permanent vehicle chosen from list of potential vehicle types ******************************************************* 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: 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 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], ["nedcashbandits_mission",3], ["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.
  7. 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..."];
  8. Updated: 27 March 2017, cleaned code and added cash to crate 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. I'm looking for someone who can teach me how to make missions for my server. I really want to make armored missions that can spawn on my dedi server, but i have no clue how. I know i could google surf, but i'd rather learn from someone who knows what they are doing. I'd pay hourly... probably 10$ an hour, or just a lump-sum for the service.. depends on how long it would take.
  10. I recall a long time ago, having a convoy mission. You'd have 2 or 3 vehicles (customizable, which vehicle, how many, armed, not armed, etc) driving around the map (similar to the roaming patrols) but they carried A LOT of loot in the vehicles, and about 3, 4 or 5 ai in each vehicle, the idea was to intercept this convoy, take out the ai, and you'd get the loot and vehicles. However, I can't remember whether it was occupation, DMS, or some other type of ai/mission system. Does anyone recall, or does anyone know of such a mission?
  11. 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 -
  12. Not needed anymore He guys i need some help with server setup for exile with config and dms. I can pay for your help just post down here if you are skill and interest
  13. I've had a report from a player that the died from walking up to an Offroad just outside the traderzone. i myself have had this issue where i found an offroad with ai in it which i killed then when i walked up to the rear of the vehicle to loot the bodies on and died, same vehicle (offroad) and similar location (just down the road from trader), im running, DMS A3XAI and VEMF, plus a multitude of other game play mods. any help massively appreciated Thanks SWEENNDAWG
  14. Updated to my latest v2.1 30/07/16 code which is better laid out and more editable, including sliding %chance for vehicle pin code. Moved to GiThub to allow easier updates and include v1 and v2.0 as zips in the folder. Makes use of much of local map objects to be fairly light on loading. It was requested to add some extra functionality to the static missions like I did to my Bandit package, well here is one of the 1st 2 reworks: 1. You can now get 4 difficulties of the mission. 2. You get to choose Ai levels independantly for each mission difficulty. 3. Vary reinforcement times and amounts, static gun amounts and also loot and vehicle settings. 4. Configurable for endless combinations with full instructions on how to change it up. V2.1 Install instructions and how to configure in download from https://github.com/redned70/DMSStaticMissions V1.0 & V2.0 Install instruction (set Ai and difficulty) and images in download from https://github.com/redned70/DMSStaticMissions ******************************************************* "Kore Factory" v2.1 static mission for Altis. Created by [CiC]red_ned using templates by eraser1 Exile_Car_Ural_Covered_Military increases persistent chance with difficulty Credits to Pradatoru for mapping 17 years of CiC easy/mod/difficult/hardcore - reworked by [CiC]red_ned http://cic-gaming.co.uk ******************************************************* For Altis only. Running on DMS System ******************************************************* Installing. 1. Copy kore_factory.sqf into a3_dms.pbo missions/static 2. Copy kore_factory_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],["kore_factory",1]]; 5. Find DMS_BasesToImportOnServerStart append ["saltflatsbase","slums_objects"]; Change to (or add extra) DMS_StaticMissionTypes append ["saltflatsbase","slums_objects","kore_factory_buildings"]; 6. Repack altis_config.sqf into PBO 7. Put a3_dms.pbo into /@ExileServer/addons/ on server and start. To update from v1.0 or v2.0 to v2.1 just replace the kore_factory.sqf in the DMS PBO No BE or InfiSTAR additions apart from what you installed to run DMS. this will not run without DMS.
  15. Updated to include cash in crates and also tidied code 27 March 2017 Updated to v2.1 30/07/16 - this is my latest version of missions which I am currently either building new ones with or updating existing missions with. It allows for the mission to be much more configured and randomised along with spawning with different difficulties. As before it is untested due to me not running the mission so please let me know any issues and I can fix. ******************************************************* Install instruction, mapping file, map_config and images in download from: https://github.com/redned70/DMSStaticMissions Ok I installed Bornholm onto my machine (after people asked for different map missions) but I don't have a server running it so please report if I messed something up but it should basically function as my Altis missions do. Repeat: I don't run a Bornholm server so I made this as I was asked to do something for a different map, well here it is. ******************************************************* "Operation Foothold" v2.1 static mission for Bornholm. Created by [CiC]red_ned using templates by eraser1 18 years of CiC http://cic-gaming.co.uk ******************************************************* For Bornholm only. Running on DMS System foothold_editor_file.sqf is raw editor file if you wish to change anything. ******************************************************* Installing. 1. Copy foothold.sqf into a3_dms.pbo missions/static 2. Copy foothold_buildings.sqf into a3_dms.pbo objects/static 3. Extract map_configs/bornholm_config.sqf 4. Add to bottom (or use file provided) // Add the mission types. DMS_StaticMissionTypes append [["foothold",5]]; // Add the map edits to spawn on server startup. NOTE: "append" and "pushback" are NOT the same. DMS_BasesToImportOnServerStart append ["foothold_buildings"]; 5. Repack bornholm_config.sqf into PBO 6. Put a3_dms.pbo 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. You can edit the mission text by changing the following in foothold.sqf // Define Mission Start message _msgStart = ['#FFFF00', "Terroists are trying to get a foothold in the area, stop them!"]; // Define Mission Win message _msgWIN = ['#0080ff',"Convicts have successfully killed the terrorists and stolen all the crates"]; // Define Mission Lose message _msgLOSE = ['#FF0000',"The terrorists have moved off to resupply..."];
  16. Villiger ExileZ Tanoa

    Mods: Exile Ryan Zombies / ExileZ Infistar Extended Base Mod Scripts: Startmoney Respect Loadout Vector Building Hack Safe Grind Door Locks Virtual Garage Claim Vehicles Custom XM6 Apps Deploy Quad Deploy Boat Revive Territory Payment Announcement DMS Missions DMS Static Missions ZCP Capture Missions Other Stuff: Open Door fixed Dead Spawn / Stuck on Island fixed Longer Toast Messages Revive with InstaDoc Custom Military Upgrade Territory with PopTaps Statusbar
  17. Something I was working on before my break and as I spent a while mapping at the time I thought I should finish but as I have no dev server I am releasing as BETA. You can download from here: https://github.com/redned70/DMSStaticMissions/tree/master/Altis Static/Beta Missions but please remember it is beta until enough people have fed back. Usual "how-to" and install instructions included in the pack along with all other missions from the github "clone or download" button on the main DMS static missions page. It is pretty over complex on purpose to see how far I could push some of the limits of things I have done in other missions but also I wanted people to be able to change it up a lot easily with their own mod vehicles etc so that's why its also heavily commented. Please report bugs in this thread. ******************************************************* "Thelos Racetrack" BETA static mission for Altis. 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 ******************************************************* Thelos Racetrack is multi difficulties with chance of persistent vehicle with ground AI patrols and AI heli. ******************************************************* Installing. 1. Copy thelosracetrack.sqf into a3_dms.pbo missions/static 2. Copy thelosracetrack_buildings.sqf into a3_dms.pbo objects/static 3. Extract map_configs/altis_config.sqf 4. Add to end // Add the "thelosracetrack" mission to the existing mission types. DMS_StaticMissionTypes append [["thelosracetrack",5]]; ******************************************************* DO NOT ADD THE BUILDINGS - they are called on mission spawn. ******************************************************* 5. Repack altis_config.sqf into PBO 6. Save and repack config into PBO 7. Put a3_dms.pbo into /@ExileServer/addons/ on server and start.
  18. Updated 27 March 2017 to full v2.1 logic including difficulty settings and cash in the crates As @hogansheroes asked, here is a mission for the island of Chelonisi near Pyrogs for Altis map ******************************************************* "Chelonisi" v2.1 static mission for Altis. 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 chelonisi.sqf into a3_dms.pbo missions/static 2. Copy chelonisi_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],["chelonisi",1]]; 5. Find DMS_BasesToImportOnServerStart append ["saltflatsbase","slums_objects"]; Change to (or add extra) DMS_BasesToImportOnServerStart append ["saltflatsbase","slums_objects","ai_island_buildings","chelonisi_buildings"]; 6. Repack altis_config.sqf into PBO 7. Put a3_dms.pbo into /@ExileServer/addons/ on server and start. 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 chelonisi.sqf // Define Mission Start message _msgStart = ['#FFFF00', "Thats an awful lot of power being used on Chelonisi, find out why."]; // Define Mission Win message _msgWIN = ['#0080ff',"Convicts have successfully cleared Chelonisi of terrorists"]; // Define Mission Lose message _msgLOSE = ['#FF0000',"Chelonisi has gone dark, but they will return!"]; // Define mission name (for map marker and logging) _missionName = "Chelonisi Power";
  19. Updated 27 March 2017 to v2.1 logic with cash in crates and full difficulty settings Download from GitHub: https://github.com/redned70/DMSStaticMissions Not too many objects to clutter loading but still not a bad mission for filling in the west coast. ******************************************************* "Bomos" v2.1 static mission for Altis. 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 bomos.sqf into a3_dms.pbo missions/static 2. Copy bomos_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],["bomos",1]]; 5. Find DMS_BasesToImportOnServerStart append ["saltflatsbase","slums_objects"]; Change to (or add extra) DMS_BasesToImportOnServerStart append ["saltflatsbase","slums_objects","ai_island_buildings","bomos_buildings"]; 6. Repack altis_config.sqf into PBO 7. Put a3_dms.pbo 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. You can edit the mission text by changing the following in bomos.sqf // Define Mission Start message _msgStart = ['#FFFF00', "A large group of Admins have invaded Bomos"]; // Define Mission Win message _msgWIN = ['#0080ff',"Convicts have successfully killed the Admins and claimed all the crates"]; // Define Mission Lose message _msgLOSE = ['#FF0000',"The Admins have buggered off..."];
  20. Updated to full v2.1 code including code clean up and cash added Made a mission to go on the south island as not much happens down there, medium sized map edits so not huge for server restarts. ******************************************************* "Castle 183"v2.1 static mission for Altis. 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 castle_183.sqf into a3_dms.pbo missions/static 2. Copy castle_183_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],["castle_183",1]]; 5. Find DMS_BasesToImportOnServerStart append ["saltflatsbase","slums_objects"]; Change to (or add extra) DMS_StaticMissionTypes append ["saltflatsbase","slums_objects","castle_183_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 castle_183.sqf // Define Mission Start message _msgStart = ['#FFFF00', "Terrorist Pradatoru is building a new stronghold, go stop him!"]; // Define Mission Win message _msgWIN = ['#0080ff',"Convicts have successfully killed Pradatoru and his minions"]; // Define Mission Lose message _msgLOSE = ['#FF0000',"Pradatoru has gone to get more supplies, he will be back..."];
  21. Updated, 27 March 2017 to v2.1 logic with code clean and cash in vehicle 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" v2.1 static mission for Tanoa. Thanks to jmayr2000 for helping debug and test. Created by [CiC]red_ned using templates by eraser1 18 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.
  22. Updated 27 March 2017, cleaned code and added cash to vehicle Updated v2.1 30/07/16 - my newer template with better code structure. Also moved mission to GiThub for ease. Has a nice cargo box maze in the centre and not too many new objects. It was requested to add some extra functionality to the static missions like I did to my Bandit package, well here is the 2nd of the 2 reworks (so far): 1. You can now get 4 difficulties of the mission. 2. You get to choose Ai levels independantly for each mission difficulty. 3. Vary reinforcement times and amounts, static gun amounts and also loot and vehicle settings. 4. Configurable for endless combinations with full instructions on how to change it up. V2.1 Install instructions and how to configure in download from https://github.com/redned70/DMSStaticMissions V1.0 & V2.0 Install instruction (set Ai and difficulty) and images in download from above link as zips inside v2.1. ******************************************************* "Storage Invasion" v2.1 static mission for Altis. Exile_Car_Ural_Open_Military increases persistent chance with difficulty Created by [CiC]red_ned using templates by eraser1 Credits to Pradatoru for mapping 18 years of CiC easy/mod/difficult/hardcore - reworked by [CiC]red_ned http://cic-gaming.co.uk ******************************************************* For Altis only. Running on DMS System ******************************************************* Installing. 1. Copy storage_invasion.sqf into a3_dms.pbo missions/static 2. Copy storage_invasion_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],["storage_invasion",1]]; 5. Find DMS_BasesToImportOnServerStart append ["saltflatsbase","slums_objects"]; Change to (or add extra) DMS_StaticMissionTypes append ["saltflatsbase","slums_objects","storage_invasion_buildings"]; 6. Repack altis_config.sqf into PBO 7. Put a3_dms.pbo into /@ExileServer/addons/ on server and start. To update from V1.0 or V2.0 just replace the storage_invasion.sqf in the DMS PBO No BE or InfiSTAR additions apart from what you installed to run DMS. this will not run without DMS.
  23. Updated: 27 March 2017, cleaned code and added cash to crate 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.
  24. Updated mission to latest v2.1 logic and added cash to crates. ******************************************************* "Kavala Castle" v2.1 static mission for Altis. Created by [CiC]red_ned using templates by eraser1 Credits to @Lunchbox for mapping : http://www.exilemod.com/topic/10661-altis-map-edits-military-release/ 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 kastro_castle.sqf into a3_dms.pbo missions/static 2. Copy kastro_castle_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],["kastro_castle",1]]; 5. Find DMS_BasesToImportOnServerStart append ["saltflatsbase","slums_objects"]; Change to (or add extra) DMS_StaticMissionTypes append ["saltflatsbase","slums_objects","kastro_castle_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 kastro_castle.sqf // Define Mission Start message __msgStart = ['#FFFF00',format["%1 Terrorists have invaded the castle gift shop",_difficultyM]]; // Define Mission Win message _msgWIN = ['#0080ff',"Convicts have successfully killed the Terrorists and stolen all the crates"]; // 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 = "Kavala Castle";
  25. 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";