BetterDeadThanZed

Remove vehicles from the static mission

9 posts in this topic

I am creating multiple static missions with DMS and I'd like to remove the vehicles from some of them. How would I modify the static mission code so vehicles don't spawn?

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just remove or comment out

// Spawn the vehicle AFTER the base so that it spawns the vehicle in a (relatively) clear position.
_veh =
[
 [
  [_pos,100,random 360] call DMS_fnc_SelectOffsetPos,
  _pos
 ],
 _group,
 "assault",
 _difficulty,
 _side
] call DMS_fnc_SpawnAIVehicle;

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1 hour ago, red_ned said:

just remove or comment out

// Spawn the vehicle AFTER the base so that it spawns the vehicle in a (relatively) clear position.
_veh =
[
 [
  [_pos,100,random 360] call DMS_fnc_SelectOffsetPos,
  _pos
 ],
 _group,
 "assault",
 _difficulty,
 _side
] call DMS_fnc_SpawnAIVehicle;

Ok, but what about the part further down where a vehicle is called in the reinforcements?

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2 hours ago, BetterDeadThanZed said:

Ok, but what about the part further down where a vehicle is called in the reinforcements?

replace the following (I presume you used saltflats as your template)

Spoiler

// Spawn the vehicle AFTER the base so that it spawns the vehicle in a (relatively) clear position.
_veh =
[
 [
  [_pos,100,random 360] call DMS_fnc_SelectOffsetPos,
  _pos
 ],
 _group,
 "assault",
 _difficulty,
 _side
] call DMS_fnc_SpawnAIVehicle;


// Define mission-spawned AI Units
_missionAIUnits =
[
 _group   // We only spawned the single group for this mission
];

// Define the group reinforcements
_groupReinforcementsInfo =
[
 [
  _group,   // pass the group
  [
   [
    5,  // Only 5 "waves" (5 vehicles can spawn as reinforcement)
    0
   ],
   [
    -1,  // No need to limit the number of units since we're limiting "waves"
    0
   ]
  ],
  [
   180,  // At least a 5 minute delay between reinforcements.
   diag_tickTime
  ],
  [
   [23239.7,18865.8,0],
   [23397,18862.8,0],
   [23485.5,18861.3,0],
   [23486,18683.9,0],
   [23493.1,18515.5,0],
   [23873.8,19413.2,0],
   [23211.9,18572.5,0],
   [23212.9,18751.7,0],
   [23211.5,18809.1,0]
  ],
  "random",
  _difficulty,
  _side,
  "armed_vehicle",
  [
   7,   // Reinforcements will only trigger if there's fewer than 7 members left in the group
   "random" // Select a random armed vehicle from "DMS_ArmedVehicles"
  ]
 ],
 [
  _group,   // pass the group (again)
  [
   [
    0,  // Let's limit number of units instead...
    0
   ],
   [
    100, // Maximum 100 units can be given as reinforcements.
    0
   ]
  ],
  [
   180,  // About a 4 minute delay between reinforcements. changed
   diag_tickTime
  ],
  _AISoldierSpawnLocations,
  "random",
  _difficulty,
  _side,
  "reinforce",
  [
   10,   // Reinforcements will only trigger if there's fewer than 10 members left in the group
   9   // 7 reinforcement units per wave.
  ]
 ]
];

with

Spoiler

// Define the group reinforcements
_groupReinforcementsInfo =
[
 [
  _group,   // pass the group
  [
   [
    0,  // Let's limit number of units instead...
    0
   ],
   [
    100, // Maximum 100 units can be given as reinforcements.
    0
   ]
  ],
  [
   240,  // About a 4 minute delay between reinforcements.
   diag_tickTime
  ],
  _AISoldierSpawnLocations,
  "random",
  _difficulty,
  _side,
  "reinforce",
  [
   10,   // Reinforcements will only trigger if there's fewer than 10 members left in the group
   7   // 7 reinforcement units per wave.
  ]
 ]
];

you can change waves/units max as per your own but this means only the soldier spawns occur

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red_ned it looks like all you did was remove the reinforcement waves. I want to only remove the vehicles from the initial and reinforcement waves.

For the initial, I see I can remove this section:

// Spawn the vehicle AFTER the base so that it spawns the vehicle in a (relatively) clear position.
_veh =

[
	[
		[_pos,100,random 360] call DMS_fnc_SelectOffsetPos,
		_pos
	],
	_group,
	"assault",
	_difficulty,
	_side
] call DMS_fnc_SpawnAIVehicle;

I would suspect I need to somehow modify this section to prevent a vehicle from showing up in the reinforcements but I'm not sure how that needs to be altered:

		"random",
		_difficulty,
		_side,
		"armed_vehicle",
		[
			7,			// Reinforcements will only trigger if there's fewer than 7 members left in the group
			"random"	// Select a random armed vehicle from "DMS_ArmedVehicles"
		]

 

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you could just use one of my custom files or the slums base file which is already made without vehicles, just paste in your coords

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On 2/3/2016 at 2:25 PM, BetterDeadThanZed said:

red_ned it looks like all you did was remove the reinforcement waves. I want to only remove the vehicles from the initial and reinforcement waves.

For the initial, I see I can remove this section:


// Spawn the vehicle AFTER the base so that it spawns the vehicle in a (relatively) clear position.
_veh =

[
	[
		[_pos,100,random 360] call DMS_fnc_SelectOffsetPos,
		_pos
	],
	_group,
	"assault",
	_difficulty,
	_side
] call DMS_fnc_SpawnAIVehicle;

I would suspect I need to somehow modify this section to prevent a vehicle from showing up in the reinforcements but I'm not sure how that needs to be altered:

 

Or just comment it out:

/*
// Spawn the vehicle AFTER the base so that it spawns the vehicle in a (relatively) clear position.
_veh =

[
	[
		[_pos,100,random 360] call DMS_fnc_SelectOffsetPos,
		_pos
	],
	_group,
	"assault",
	_difficulty,
	_side
] call DMS_fnc_SpawnAIVehicle;
*/

Like that.

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That was already suggested a few replies up. That only prevents the initial spawning of a vehicle. I also want to prevent it from spawning in the reinforcements. 

1 person likes this

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My bad, I didn't see that.

EDIT: Would it not work if you comment out the vehicle line from the reinforcements selection?

   7,   // Reinforcements will only trigger if there's fewer than 7 members left in the group
   // "random" // Select a random armed vehicle from "DMS_ArmedVehicles"

 

Edited by kuplion

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