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  1. Releasing this main DMS static mission pack for Napf (map specific) 11 Static DMS missions for Napf Map. Features include: a3_custom file loading of main mapping with full PBO and settings - allowing simple objects (better FPS) and enableSimulationGlobal for active lighting and doors etc Mission start mapping of blockades etc Fully randomised AI numbers, difficulty and reinforcements Fully commented missions for ease of adjustment Some paratroop reinforcements, support vehicles including air and land Possible minefields per mission Included server-side markers and mapping for bridges which can aid in missions. Slightly smaller island missions with 1 crate and less AI Camp Audacity Mission Camp Bravery Mission Camp Courage Mission Camp Fortitude Mission Larger castle/church missions with extra mapping on castles to fortify Froburg Castle Mission Homburg Castle Mission Napf Castle Mission Muttenz Church Mission Larger island missions with 2 crates Occupied Island Mission - with paratroopers and AI heli Oil Island Mission - with bridge and markers Stranded Bandits Mission I am releasing it all as I am not sure how much longer I will keep my Napf server up due to player decline and may either give up or move onto another map. The pack does consist of most of the best ways (I think) of doing things so server-side markers and bridges can help protect your work etc and using 2 ways of calling objects (server load, mission start) with simple and complex mapping to allow for minimal server stress (not every object needs to be interactive e.g. walls as it just adds load to server) and using everything I learned about mapping loading, DMS AI and mission randomisation. These missions have been live on my server for a year or more so you can always pop over and see some of them. Instructions and full images on GitHub so wont bother with most of those here. Download: https://github.com/redned70/DMSStaticMissions (Napf/Napf full mission pack) Big up to @Pradatoru for load of mapping with me (especially those damn bridges!) Hope you enjoy the missions ned
  2. Napf Castle Mission v2.1 (logic + mapping v2.0) thanks to @Pradatoru for mapping I decided to release this mission for Napf as it demonstrates a new way of loading mapped objects which allows for a mix of simulated and simple objects so you get dynamic lighting at night and I wrote it for my new Napf server. This mission uses 2 sets of mapping, 1 in a3_custom.pbo to load on server start and also Napf_Castle_Objects to load in a few extra objects on mission spawn to make the area change a little when a mission is triggered. You MUST have DMS installed to run this mission. Download from : https://github.com/redned70/DMSStaticMissions/tree/master/Napf Install Instructions 1. 2 Choices depending on your current set up (I don't use the DMS on server start load mapping method to increase my options) If you currently dont run a custom mapping load PBO then: Get @ExileServer\addons\a3_custom.pbo and add into your server @ExileServer\addons folder If you do currently run a custom mapping load PBO then: add [] execVM "a3_custom\mapcontent\DMS_Napf_Castle.sqf"; to your fn_init.sqf and add the DMS_Napf_Castle.sqf file to your /mapcontent/ folder. 2. Extract your DMS PBO file and add the following 2 files into the correct places: @ExileServer\addons\a3_dms\missions\static\Napf_Castle_Mission.sqf @ExileServer\addons\a3_dms\objects\static\Napf_Castle_Objects.sqf 3. Add the line ["Napf_Castle_Mission",8] from @ExileServer\addons\a3_dms\config.sqf into your DMS config.sqf 4. Repack DMS PBO file (checking it packed with all 3 prefix files) and upload to @ExileServer\addons\ on your server Please leave constructive criticism or any bugs I may have left in. Screenshots Before mission starts: After mission starts: Night time lighting effects:
  3. 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";
  4. Hello everyone! This is a Static AI base for Chernarus (Located North) running DMS missions. It is heavily armed and is NOT easy. The Base contains M2 Gunners at every entrance, there are also M2 gunners around the inside! the base has three sections, The food/general, Military+Building(Middle), Medical and a random special crate that is spawned somewhere in the mission. The base has 2 roaming Vehicles which are armed these can be Hunter/Ifrit/Offroad. Download: https://github.com/clarkycal/DMS-Chernarus-AI-Static-Base Installation Instructions (Thanks to Riker2335 for the instructions!) Copy the AIStaticBase_Chernarus.sqf file to a3_dms.pbo's /missions/static folder Open config.sqf in a3_dms.pbo, find the DMS_StaticMissionTypes section and append ["AIStaticBase_Chernarus",1] to the list Save and close config.sqf re-pack a3_dms.pbo with all the changes and ensure it is placed in the /@ExileServer/Addons folder to launch at server startup. copy the content from InitServer.sqf into your(Important) initserver.sqf file inside your mission file. Repack your mission file and upload to the server Optional Install Instructions These 2 lines provide some preconfigured CUP vehicles and weapons for the mission file if you use those mods on your server. 1. If you have CUP Weapons, uncomment the "#define USE_CUP_WEAPONS 1" line 2. If you have CUP Vehicles, uncomment the "#define USE_CUP_VEHICLES 1" line Credits: @red_ned @Riker2335 @eraser1 and @Defent
  5. 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..."];
  6. This was released as a BETA (looks complete now so turned from beta to release) and therefore may contain bugs/errors/typos but I decided to finally put it out there for people to play with and hopefully either help me test and fix it (if it is still broken). The version 1.0 and noheli versions were originally tested and worked - thanks to help from @jmayr2000 but the heli version did not spawn a heli although the rest worked. Download from: https://github.com/redned70/DMSStaticMissions Mapping files and all versions and help files included in the github download. ******************************************************* For Tanoa only. Running on DMS System Thanks to @aussie battler for heli reinforcement fix ******************************************************* georgetown_v1.0 is hardcore only with no AI vehicles. georgetown_noheli is multi difficulties with chance of persistent vehicle and ground AI patrols. georgetown is multi difficulties with chance of persistent vehicle with ground AI patrols and AI heli. ******************************************************* Features 1. Road blocks spawn on mission start and get cleared up after. 2. Mission available in 4 difficulties. 3. Full control of reinforcement settings. v2.1 code. 4. Randomised loot. 5. Separate ground AI to building top sniper AI. 6. AI vehicle patrol will reinforce to different locations in the town. 7. Ground AI reinforce but snipers don't. 8. % chance of permanent heli prize. 9. Added random amounts of poptabs to crates for prize. 10. Heli reinforcements with gunship ******************************************************* All install instructions : https://github.com/redned70/DMSStaticMissions/blob/master/Tanoa Static/Georgetown_Invasion_DMS_Static/Install.txt Just change the name of the version you want to use to georgetown.sqf and follow the instructions. More details of how it works will be included as I get through it all as it is the most complex mission I ever wrote for static DMS missions. Please let me know any bugs/issues as this is released under the terms that I am not responsible if your server bugs out and you should backup all files before testing it out. If you do know how to fix my heli code (if it is still broken) then please post so I can update files. cheers
  7. Hi, I am looking for Chernarus static missions! Other than the ones that are already in the Exile forum hoping there was something else that someone has that I can have? (WILLING TO PAY A SMALL CONTRIBUTION, OR GIVE CREDIT IN MY SERVER) regards Tom
  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. 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.
  10. 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.
  11. 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..."];
  12. 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.
  13. 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";
  14. 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..."];
  15. 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..."];
  16. 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.
  17. 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.
  18. 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";
  19. So i created my first static AI mission for DMS mission sytem. It's called the Military Raid it is a basic military instalation that is spawned in using DMS but can also be occupied by VEMFReloaded, all setings can be configured to your liking. Download: https://drive.google.com/open?id=0BwnDum6odAHIRDdIWXJ6RldZNTA Installing. 1. Copy Military_Raid.sqf into a3_dms.pbo missions/static 2. Copy Military_Raid_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],["Military_Raid",1]]; 5. Find DMS_BasesToImportOnServerStart append ["saltflatsbase","slums_objects"]; Change to (or add extra) DMS_BasesToImportOnServerStart append ["saltflatsbase","slums_objects","Military_Raid_buildings"]; 6. Repack altis_config.sqf into PBO 7. Put a3_dms.pbo into /@ExileServer/addons/ on server and start.
  20. Hello all, What is the best way to spawn DMS Static missions objects at the same time that the static mission spawn? (Not when server starts)
  21. Freakylein

    FIXED! Static Respawn on Namalsk

    Hey Guys, I successfully added the fixed Spawnlocations on the Namalsk Map. i dont talk around, here you go. This is a short piece out of the mission.sqm class Markers { items=7; //by adding a location add here +1, class Item0 { position[]={6846.39,0,11900.8}; //x,z,y!!! name="NorthSpawn"; text="NorthSpawn"; type="ExileSpawnZone"; }; class Item1 { position[]={3575.25,0,8046.46}; name="WestSpawn"; text="WestSpawn"; type="ExileSpawnZone"; }; class Item2 { position[]={4879.45,0,5330.66}; name="SouthSpawn"; text="SouthSpawn"; type="ExileSpawnZone"; }; class Item3 { position[]={7977.86,0,8442.7}; name="East"; text="EastSpawn"; type="ExileSpawnZone"; }; class Item4 { position[]={4992.78,0,8005.07}; name="TraderZoneSebjan"; text="Sebjan Trader City"; markerType="ELLIPSE"; type="ExileTraderZone"; colorName="ColorBlue"; fillName="SolidBorder"; a=175; b=175; drawBorder=1; }; class Item5 { position[]={9120.65,0,10076.6}; name="NorthernBoatTrader"; text="Northern Boat Trader"; markerType="ELLIPSE"; type="ExileTraderZone"; colorName="ColorGreen"; fillName="SolidBorder"; a=50; b=50; drawBorder=1; }; class Item6 { position[]={4357.36,0,4724.03}; name="SouthernBoatTrader"; text="Southern Boat Trader"; markerType="ELLIPSE"; type="ExileTraderZone"; colorName="ColorGreen"; fillName="SolidBorder"; a=50; b=50; drawBorder=1; }; }; }; Keep adding those Spawnzones by counting the "items=x" and paste them BEFORE the Spawnzones. I used some positions from the thread of: Thank you for inspiring me to try on. I just added the Spawnzones before the Traderzones!!!! Greetings Freakylein!
  22. DCactivity

    AI Static radio script?

    Hey guys, where can I find that script that displays a message like "you hear radio static" when you are close to ai or another player?
  23. Finally managed to get into my editor and started looking at Tanoa. Knocked up a fast static mission, in both v1.0 and v2.1 versions (v1 is hardcore only with little editing etc and no vehicle, v2.1 is my new updated version with multi difficulty and possible perm vehicle - see latest bandit missions of mine to see difference) and just needed a little help. 1. Made mission at Comms Alpha base, I presume this is ok to have mission there? 2. Anyone want to test it out as I don't run Tanoa before I release? - MSG me if you do. thanks
  24. I am currently using A3XAI, DMS, and VEMFr (which all of the sudden have become friendly to players, WTF?), and yet I just want to be able to code in some AI in -specific- positions (and heights); much like the old Sector B on Tavi. I thought there was a way to add each AI into the mission.sqm somehow? I don't expect them to patrol, I just want to be able to script exactly where I want each AI to be placed, including on multiple floors of buildings and facing certain directions. Has anyone had luck with this?
  25. LBmaster

    Toast Exile

    Welcome to the Toast Exile Server, We are and English and German speaking community and you can be a part of it. I am creating many cool features to keep the Server interesting. I already added some custom AI Missions and custom rewards when you finish the Mission. We have 4 difficulties: easy, moderate, difficult and hardcore. You will get a defined amount of money and respect for the difficulty of the mission. This will be split up into the count of the players. The next thing are the patrols all over the map. We got about 10 patrols spread around the map. Feel free to visit our website toast-teamspeak.de for more information. LBmaster