[K1LLERs] SR MATRIX

DMS edit box

9 posts in this topic

Hello, we are admin from the exile server [K1LLERs] and would like to modify the box of items that appears in the missions. The default box is Box_NATO_Wps_F, we can change to box_nato_support_sign_f or something similar, any help we appreciate

Sorry for bad english !!

[K1LLERs] Team.

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13 minutes ago, [K1LLERs] SR MATRIX said:

Hello, we are admin from the exile server [K1LLERs] and would like to modify the box of items that appears in the missions. The default box is Box_NATO_Wps_F, we can change to box_nato_support_sign_f or something similar, any help we appreciate

Sorry for bad english !!

[K1LLERs] Team.

most missions have something like

Quote

_crate = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;

or

Quote

_crateClasses_and_Positions =
        [
         [[8443.98,25179.5,0],"I_CargoNet_01_ammo_F"],
         [[8482.86,25078.1,0],"I_CargoNet_01_ammo_F"],
         [[8547.06,25050.9,0],"I_CargoNet_01_ammo_F"]
        ];

I think you can basically use any box that has enough cargo to hold the items as DMS only uses the string for the class-name and has no defined list etc

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Posted (edited)

Ok modifing the place informed with (box_nato_support_sign_f) but the box did not appear, any suggestions?

I got this box from @Exile3DEN

20170419084036_1.jpg

Edited by [K1LLERs] SR MATRIX

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are you sure the classname is available on your server - i.e. you have the mod it belongs to installed?

can you show a sample of the crate script

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Posted (edited)

/*
 Bandits Mission with new difficulty selection system
 Created by Defent and eraser1
 easy/mod/difficult/hardcore - reworked by [CiC]red_ned http://cic-gaming.co.uk
*/
private ["_num", "_side", "_pos", "_OK", "_difficulty", "_extraParams", "_AICount", "_group", "_type", "_launcher", "_staticGuns", "_crate1", "_vehicle", "_pinCode", "_class", "_veh", "_crate_loot_values", "_missionAIUnits", "_missionObjs", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_markers", "_time", "_added", "_cleanup", "_baseObjs", "_crate_weapons", "_crate_weapon_list", "_crate_items", "_crate_item_list", "_crate_backpacks", "_PossibleDifficulty"];
// For logging purposes
_num = DMS_MissionCount;
// Set mission side (only "bandit" is supported for now)
_side = "bandit";
// This part is unnecessary, but exists just as an example to format the parameters for "DMS_fnc_MissionParams" if you want to explicitly define the calling parameters for DMS_fnc_FindSafePos.
// It also allows anybody to modify the default calling parameters easily.
if ((isNil "_this") || {_this isEqualTo [] || {!(_this isEqualType [])}}) then
{
 _this =
 [
  [25,DMS_WaterNearBlacklist,DMS_MinSurfaceNormal,DMS_SpawnZoneNearBlacklist,DMS_TraderZoneNearBlacklist,DMS_MissionNearBlacklist,DMS_PlayerNearBlacklist,DMS_TerritoryNearBlacklist,DMS_ThrottleBlacklists],
  [
   []
  ],
  _this
 ];
};
// Check calling parameters for manually defined mission position.
// You can define "_extraParams" to specify the vehicle classname to spawn, either as _classname or [_classname]
_OK = (_this call DMS_fnc_MissionParams) params
[
 ["_pos","_pos ERROR",[[]],[3]],
 ["_extraParams",[]]
];
if !(_OK) exitWith
{
 diag_log format ["DMS ERROR :: Called MISSION bandits.sqf with invalid parameters: %1",_this];
};
//create possible difficulty add more of one difficulty to weight it towards that
_PossibleDifficulty  =  [ 
        "easy",
        "easy",
        "easy",
        "easy",
        "moderate",
        "moderate",
        "moderate",
        "difficult",
        "difficult",
        "hardcore"
       ];
//choose difficulty and set value
_difficulty = selectRandom _PossibleDifficulty;
switch (_difficulty) do
{
 case "easy":
 {
_AICount = (3 + (round (random 2)));
_crate_weapons   = (2 + (round (random 3)));
_crate_items   = (2 + (round (random 4)));
_crate_backpacks  = (1 + (round (random 1)));
 };
 case "moderate":
 {
_AICount = (4 + (round (random 2)));
_crate_weapons   = (4 + (round (random 5)));
_crate_items   = (4 + (round (random 6)));
_crate_backpacks  = (2 + (round (random 1)));   
 };
 case "difficult":
 {
_AICount = (4 + (round (random 3)));
_crate_weapons   = (6 + (round (random 7)));
_crate_items   = (6 + (round (random 8)));
_crate_backpacks  = (3 + (round (random 1)));
 };
 //case "hardcore":
 default
 {
_AICount = (4 + (round (random 4)));
_crate_weapons   = (8 + (round (random 9)));
_crate_items   = (8 + (round (random 10)));
_crate_backpacks  = (4 + (round (random 1)));
 };
};
      
_group =
[
 _pos,     // Position of AI
 _AICount,    // Number of AI
 _difficulty,   // "random","hardcore","difficult","moderate", or "easy"
 "random",     // "random","assault","MG","sniper" or "unarmed" OR [_type,_launcher]
 _side      // "bandit","hero", etc.
] call DMS_fnc_SpawnAIGroup;
// Create Crate
_crate = ["box_nato_support_sign_f",_pos] call DMS_fnc_SpawnCrate;
// Check to see if a special vehicle class is defined in "_extraParams", and make sure it's valid, otherwise use the default (Offroad Armed)
_vehClass =
 if (_extraParams isEqualTo []) then
 {
  "Exile_Car_Offroad_Armed_Guerilla01"
 }
 else
 {
  if ((typeName _extraParams)=="STRING") then
  {
   _extraParams
  }
  else
  {
   if (((typeName _extraParams)=="ARRAY") && {(typeName (_extraParams select 0))=="STRING"}) then
   {
    _extraParams select 0
   }
   else
   {
    "Exile_Car_Offroad_Armed_Guerilla01"
   };
  };
 };
_vehicle = [_vehClass,[_pos,3+(random 5),random 360] call DMS_fnc_SelectOffsetPos] call DMS_fnc_SpawnNonPersistentVehicle;
// setup crate iteself with items from choice
_crate_loot_values =
[
 _crate_weapons,   // Weapons
 _crate_items,   // Items + selection list
 _crate_backpacks   // Backpacks
];
// Define mission-spawned AI Units
_missionAIUnits =
[
 _group   // We only spawned the single group for this mission
];
// Define mission-spawned objects and loot values
_missionObjs =
[
 [],   // No spawned buildings
 [_vehicle],
 [[_crate,_crate_loot_values]]
];
// Define Mission Start message
_msgStart = ['#FFFF00',format["A heavily armed bandit group has been spotted, take the %1 bandits out and claim their vehicle!",_difficulty]];
// Define Mission Win message
_msgWIN = ['#0080ff',"Convicts have successfully taken care of the bandit group!"];
// Define Mission Lose message
_msgLOSE = ['#FF0000',"The bandits have driven off, no loot today!"];
// Define mission name (for map markers, mission messages, and logging)
_missionName = "Armed Bandits";
// Create Markers
_markers =
[
 _pos,
 _missionName,
 _difficulty
] call DMS_fnc_CreateMarker;
// Record time here (for logging purposes, otherwise you could just put "diag_tickTime" into the "DMS_AddMissionToMonitor" parameters directly)
_time = diag_tickTime;
// Parse and add mission info to missions monitor
_added =
[
 _pos,
 [
  [
   "kill",
   _group
  ],
  [
   "playerNear",
   [_pos,DMS_playerNearRadius]
  ]
 ],
 [
  _time,
  (DMS_MissionTimeOut select 0) + random((DMS_MissionTimeOut select 1) - (DMS_MissionTimeOut select 0))
 ],
 _missionAIUnits,
 _missionObjs,
 [_missionName,_msgWIN,_msgLOSE],
 _markers,
 _side,
 _difficulty,
 []
] call DMS_fnc_AddMissionToMonitor;
// Check to see if it was added correctly, otherwise delete the stuff
if !(_added) exitWith
{
 diag_log format ["DMS ERROR :: Attempt to set up mission %1 with invalid parameters for DMS_AddMissionToMonitor! Deleting mission objects and resetting DMS_MissionCount.",_missionName];
 // Delete AI units and the crate. I could do it in one line but I just made a little function that should work for every mission (provided you defined everything correctly)
 _cleanup = [];
 {
  _cleanup pushBack _x;
 } forEach _missionAIUnits;
 _cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1));
 {
  _cleanup pushBack (_x select 0);
 } foreach (_missionObjs select 2);
 _cleanup call DMS_fnc_CleanUp;

 // Delete the markers directly
 {deleteMarker _x;} forEach _markers;

 // Reset the mission count
 DMS_MissionCount = DMS_MissionCount - 1;
};
// Notify players
[_missionName,_msgStart] call DMS_fnc_BroadcastMissionStatus;
if (DMS_DEBUG) then
{
 (format ["MISSION: (%1) :: Mission #%2 started at %3 with %4 AI units and %5 difficulty at time %6",_missionName,_num,_pos,_AICount,_difficulty,_time]) call DMS_fnc_DebugLog;
};
Edited by [K1LLERs] SR MATRIX

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what mod is box_nato_support_sign_f from?

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We do not install a mod for the specific box, but we can put the exile zombies script with Zombies & Demons for Loot and Death, taking class name to box , and paste in the location for spawn in mission DMS, is the certain ?

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7 hours ago, [K1LLERs] SR MATRIX said:

We do not install a mod for the specific box, but we can put the exile zombies script with Zombies & Demons for Loot and Death, taking class name to box , and paste in the location for spawn in mission DMS, is the certain ?

I did an export dump of basic arma/exile/rhs items and here is the list of boxes I got (all RHS mods were installed)

Spoiler

"Box_AAF_Equip_F"
"Box_AAF_Uniforms_F"
"Box_Ammo_F"
"Box_CSAT_Equip_F"
"Box_CSAT_Uniforms_F"
"Box_East_AmmoOrd_F"
"Box_East_AmmoVeh_F"
"Box_East_Ammo_F"
"Box_East_Grenades_F"
"Box_East_Support_F"
"Box_East_WpsLaunch_F"
"Box_East_WpsSpecial_F"
"Box_East_Wps_F"
"Box_Exile_Weapons_1v"
"Box_FIA_Ammo_F"
"Box_FIA_Support_F"
"Box_FIA_Wps_F"
"Box_GEN_Equip_F"
"Box_IED_Exp_F"
"Box_IND_AmmoOrd_F"
"Box_IND_AmmoVeh_F"
"Box_IND_Ammo_F"
"Box_IND_Grenades_F"
"Box_IND_Support_F"
"Box_IND_WpsLaunch_F"
"Box_IND_WpsSpecial_F"
"Box_IND_Wps_F"
"Box_NATO_AmmoOrd_F"
"Box_NATO_AmmoVeh_F"
"Box_NATO_Ammo_F"
"Box_NATO_Equip_F"
"Box_NATO_Grenades_F"
"Box_NATO_Support_F"
"Box_NATO_Uniforms_F"
"Box_NATO_WpsLaunch_F"
"Box_NATO_WpsSpecial_F"
"Box_NATO_Wps_F"
"Box_Syndicate_Ammo_F"
"Box_Syndicate_WpsLaunch_F"
"Box_Syndicate_Wps_F"
"Box_T_East_Ammo_F"
"Box_T_East_WpsSpecial_F"
"Box_T_East_Wps_F"
"Box_T_NATO_WpsSpecial_F"
"Box_T_NATO_Wps_F"
"Box_Wps_F"

so its not in my list of available boxes, just try changing the default to another one from the list and see if that works as even google suggested that the box you want to use is not in the main mods and the only reference is ExileReborn so check with a known box first

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