[Release] 3 DMS non-Static Missions

16 posts in this topic

This is the final output of the thread I was doing about the wandering/roaming/minor missions.

As people asked if I could do something that wasn't map dependant I have gone through and worked on the normal Bandit missions which randomly place themselves.

These 3 missions are basically variations on the same mission but each has had building changes, vehicle changes and loot changes to make them more specific. I am using them a extra  alternatives to the standard 3 guns/medicine/building missions and so although they basically use the same mapping they are each specifically tailored to their title.

Each has 4 M2's (slight random placing), 12 buildings, random number of AI, a patrolling armed vehicle, a non-persistent vehicle, a loot crate. As I said they each have different themes so medical vehicle with medical loot and buildings , military vehicle, military loot etc.

These should randomly spawn on any map.

Download files + more images and instructions from :

 DMS Bandit Missions
 Created by [CiC]red_ned using templates by eraser1
 17 years of CiC
 Running on DMS System

1.  Copy nedbuilding1_mission.sqf, nedguns1_mission.sqf and nedmedical1_mission.sqf into a3_dms.pbo /missions/bandit/
2.  Copy nedbuild1_objects.sqf, nedguns1_objects.sqf and nedmed1_objects.sqf into a3_dms.pbo /objects/ (not in the static folder)
3.  Extract main config.sqf
4. Find
 DMS_BanditMissionTypes =
5. Replace current list of missions between [] or add in the 3 new ones, this is mine as I balanced the new missions the same as their stock mission.
6. Repack 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 nedbuilding1_mission.sqf, nedguns1_mission.sqf and nedmedical1_mission.sqf (depending which one you want to edit)
// Define Mission Start message
_msgStart = ['#FFFF00',"A DIY storage is under attack! Go kill the attackers"];

// Define Mission Win message
_msgWIN = ['#0080ff',"Convicts grabbed all the building materials"];

// Define Mission Lose message
_msgLOSE = ['#FF0000',"The attackers stole everything!"];

// Define mission name (for map marker and logging)
_missionName = "Building Materials";

I have also left extra notes on the medical mission including a way (I hope) of making the vehicles persistent.





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yes its completely reworked inside the new template, although it is very different in setup so you could keep the old one as I also renamed the file


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13 minutes ago, CEN said:

Stuff like this is awesome!!!

now I think I got the  hang of it, I will publish how I did it in the other thread and if people want to suggest setups for the missions I will try to make some more

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Hi red_ned,

I'll get out and do these missions in the next few days and provide some feedback. They spawn in and run fine, but I've been too busy to actually play the missions.

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I should be able to release something at the weekend after testing. I have mad 3 versions of 1 mission to allow for 3 different levels of difficulty and loot accordingly adjusted

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