red_ned

[Update] Operation Foothold v2.1 DMS Static Mission (Bornhom)

12 posts in this topic

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..."];

2016-02-10_00003.jpg

2016-02-10_00004.jpg

2016-02-10_00005.jpg

2016-02-10_00006.jpg

Edited by red_ned
update v2.1
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Quality mission, very challenging. Players on our server love it. Thank you. 

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48 minutes ago, Boxman80 said:

Quality mission, very challenging. Players on our server love it. Thank you. 

glad it works and I didn't cock it up as I don't have a server to run this on so wrote it blind as such

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No works fantastic,  you did a great job on it and I really appreciate it. This and a couple of other dynamic missions I believe you produced have given me the confidence to have a go at making my own missions too. I'm sure I'll give you quick PM though once I get started for a bit of guidance if that's ok?

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7 hours ago, Boxman80 said:

No works fantastic,  you did a great job on it and I really appreciate it. This and a couple of other dynamic missions I believe you produced have given me the confidence to have a go at making my own missions too. I'm sure I'll give you quick PM though once I get started for a bit of guidance if that's ok?

just PM me (or post) any questions but I will add on to the dynamic Bandit mission thread as I think I have got really far from where I left it

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updated mission to multiple randomisation and difficulties

v1.0 is hardcore only with no vehicle. (original)
v2.1 is multi difficulties with chance of persistent vehicle (on some missions) and lots of editable functions. (new)

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updated mission to use my latest v2.1 logic and original v1.0 is in zip file still if people want it in that format

added cash to crates and tidied up code

NOTE- to update if you have this mission already installed just replace foothold.sqf in missions/static

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Hi,

I am trying to move this mission to the chernarus_winter_a3 airfield.

The AI and the crates are spawning in the new location but the base itself does not, and I have no idea why.
 

Quote

// [CiC]red_ned   cic-gaming.co.uk
[
    ["Flag_AAF_F",[4100.12,10995.2,350],0,[[0,1,0],[0,0,1]],false]
];

So I reduced foothold_buildings.sqf to 1 object, which is the mission center of the mission in the foothold.sqf.
The ai drop to death since 350 is a little bit to high ... prevent spawning in the ground.

Is the format of the foothold_buildings.sqf still valid? saltflakes is the same format?
Coordinates are the same as in the foothold.sqf, x,y,z?
Somebody any idea what could be wrong?

Thx MrD

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Hi,

I fixed it ... I still have to improve it a little bit since its only "moved".
If somebody is interested I can offer the files.

MrD

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Hi @red_ned,

did you ever use the possibility to add code on missrion completion. I wanna try to let a vehicle move in with spawn and addwaypoints.

But i fail to add the code, this does not work, do you know how to do it?

Quote

_added =
            [
                _pos,
                [
                    [
                        "kill",
                        _group
                    ],
                    [
                        "playerNear",
                        [_pos,100]
                    ]
                ],
                _groupReinforcementsInfo,
                [
                    _time,
                    DMS_StaticMissionTimeOut call DMS_fnc_SelectRandomVal
                ],
                _missionAIUnits,
                _missionObjs,
                [_missionName,_msgWIN,_msgLOSE],
                _markers,
                _side,
                _difficultyM,
                [
                [[],[hint "mission solved";]], // sucessful
                [[],[hint "mission not solved";], // fail
                [[],[]], //start call
                [[],[]] //end call
                ]
            ] call DMS_fnc_AddMissionToMonitor_Static;

Thx MrD

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