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doc0955

DMS static mission respawns

Question

Does anyone know of a way to reduce the AI respawns on the altis static missions (slums and salt flats)? My players usually try to do these in groups of 2-4 but are finding them a little to time consuming and often have to give up. I mean, great loot at the end, but loot isn't a big issue on my server.

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All set in the config.sqf of DMS. You can set min and max number of missions, time to respawn and duration of missions etc. from there.

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On 13/04/2017 at 9:21 PM, Johnny82 said:

All set in the config.sqf of DMS. You can set min and max number of missions, time to respawn and duration of missions etc. from there.

Not sure if you are all that familiar with DMS STATIC missions, but the AI within the mission start to re-spawn as you are killing them, this is apparent to the player by the sound of a flare going off, indicating that a group of AI have re-spawned, and the AI in the group seems to vary between one and, well, many. There are a number of AI groups re-spawn during the mission and the total number of re-spawned AI seems to be something like 60 - 100 for a 30 AI mission. The mission seems endless and has taken on some occasions 2-3 hours to complete, what with running back to your body etc. (players are pretty much guaranteed to die numerous times).

I have been through the config many times and I can't find any setting for the number of group re-spawns.

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13 hours ago, doc0955 said:

Not sure if you are all that familiar with DMS STATIC missions, but the AI within the mission start to re-spawn as you are killing them, this is apparent to the player by the sound of a flare going off, indicating that a group of AI have re-spawned, and the AI in the group seems to vary between one and, well, many. There are a number of AI groups re-spawn during the mission and the total number of re-spawned AI seems to be something like 60 - 100 for a 30 AI mission. The mission seems endless and has taken on some occasions 2-3 hours to complete, what with running back to your body etc. (players are pretty much guaranteed to die numerous times).

I have been through the config many times and I can't find any setting for the number of group re-spawns.

Quote

// Create AI
_AICount = 20 + (round (random 5));

mission starts with 20-25 AI

Quote

// Define the group reinforcements
_groupReinforcementsInfo =
[
[
_group, // pass the group
[
[
5, // Only 5 "waves" (5 vehicles can spawn as reinforcement)

5 waves of reinforcements for vehicles

Quote


   300, // At least a 5 minute delay between reinforcements.
 

every 300 seconds

Quote

   10, // Reinforcements will only trigger if there's fewer than 10 members left in the group
7 // 7 reinforcement units per wave...................

100, // Maximum 100 units can be given as reinforcements............................

240, // About a 4 minute delay between reinforcements.

Troops reinforce if less than 10 left with a max of 7 units every 240 seconds up to 100 reinforcements in total

 

you should be able to adjust to fit there

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5 hours ago, red_ned said:

Troops reinforce if less than 10 left with a max of 7 units every 240 seconds up to 100 reinforcements in total

you should be able to adjust to fit there

Awesome, thank you so much :)

I think I may have caused the confusion by calling the reinforcements "re-spawns".

For anyone else looking for this info, the file/s you have to edit are a3_dms\missions\static\(mission name EG:- slatflats, slums etc).sqf

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6 hours ago, doc0955 said:

Awesome, thank you so much :)

I think I may have caused the confusion by calling the reinforcements "re-spawns".

For anyone else looking for this info, the file/s you have to edit are a3_dms\missions\static\(mission name EG:- slatflats, slums etc).sqf

one suggestion to speed up but not really make missions easier which I did is

1. Up the trigger number from 10 to 20 (this means it will keep the mission topped up with AI more)

2. Lower the delay from 240 to 120 (this halves the sensing of the trigger number so speeding up the mission)

that will keep the flow going and really speed up the mission but not make it too easy, but you can just lower the max AI reinforcement

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On 18/04/2017 at 3:33 PM, red_ned said:

one suggestion to speed up but not really make missions easier which I did is

1. Up the trigger number from 10 to 20 (this means it will keep the mission topped up with AI more)

2. Lower the delay from 240 to 120 (this halves the sensing of the trigger number so speeding up the mission)

that will keep the flow going and really speed up the mission but not make it too easy, but you can just lower the max AI reinforcement

Cool, I'll give that a try :)

 

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