DMS_Exile/README.md

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![ArmA 1.68](https://img.shields.io/badge/Arma-1.68-blue.svg) ![Exile 1.0.3 "Lemon"](https://img.shields.io/badge/Exile-1.0.3%20Lemon-C72651.svg) ![DMS Version](https://img.shields.io/badge/DMS%20Version-2017--06--08-blue.svg)
Readme changes, new debug fnc, fixes, tweaks Created disclaimer for DMS. Now mentioning that HC for DMS isn't that good. Some structure stuff in readme (let's see if it works lol) * **NEW CONFIG VALUE: DMS_Use_Map_Config** * You can now overwrite "main config values" with map-specific config values located in the new "map_configs" folder. This should allow you to use one DMS PBO if you have multiple servers with different maps. Included examples for Altis, Bornholm, Esseker, and Tavi (Taviana). * Because of the above implementation, DMS by default will not include the salt flats blacklist for findSafePos. In addition, it is preconfigured to the hilly terrains in Esseker and Taviana, as well as reducing all of the blacklist distances due to the smaller map size in Esseker. * Created new function "DMS_fnc_DebugLog". All DMS files (that produced debug logs) have been changed, including mission files. However, updating them is not important (and completely pointless if you don't even use DMS_DEBUG). * Fixed a few locations where it said "sized" instead of "seized". Thanks to [icomrade](https://github.com/icomrade) for pointing them out. * DMS now utilizes the "ARMA_LOG" DLL (if it exists) by infiSTAR to produce debug logs (if enabled). All debug logs now also include server uptime (in seconds) and server FPS. * The FSM no longer produces debug logs. * AI Locality manager will now run every minute. * Debug logs for "DMS_fnc_MissionsMonitor" will only output the mission name and the position, instead of all of the parameters. * "DMS_fnc_IsNearWater" will now check the provided position itself for water. * "DMS_fnc_IsValidPosition" will now do a surfaceNormal check within a 5 meter radius of the provided position as well. * "_customGearSet" should now actually work for "DMS_fnc_SpawnAISoldier", and the function title comment has been updated for the slightly tweaked syntax.
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# To the User:
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#### Read the instructions carefully. Before leaving any questions regarding DMS, please read through the [DMS "config.sqf"](https://github.com/Defent/DMS_Exile/blob/master/%40ExileServer/addons/a3_dms/config.sqf?ts=4); the majority of the questions we receive are answered (directly or indirectly) by the config.
Readme changes, new debug fnc, fixes, tweaks Created disclaimer for DMS. Now mentioning that HC for DMS isn't that good. Some structure stuff in readme (let's see if it works lol) * **NEW CONFIG VALUE: DMS_Use_Map_Config** * You can now overwrite "main config values" with map-specific config values located in the new "map_configs" folder. This should allow you to use one DMS PBO if you have multiple servers with different maps. Included examples for Altis, Bornholm, Esseker, and Tavi (Taviana). * Because of the above implementation, DMS by default will not include the salt flats blacklist for findSafePos. In addition, it is preconfigured to the hilly terrains in Esseker and Taviana, as well as reducing all of the blacklist distances due to the smaller map size in Esseker. * Created new function "DMS_fnc_DebugLog". All DMS files (that produced debug logs) have been changed, including mission files. However, updating them is not important (and completely pointless if you don't even use DMS_DEBUG). * Fixed a few locations where it said "sized" instead of "seized". Thanks to [icomrade](https://github.com/icomrade) for pointing them out. * DMS now utilizes the "ARMA_LOG" DLL (if it exists) by infiSTAR to produce debug logs (if enabled). All debug logs now also include server uptime (in seconds) and server FPS. * The FSM no longer produces debug logs. * AI Locality manager will now run every minute. * Debug logs for "DMS_fnc_MissionsMonitor" will only output the mission name and the position, instead of all of the parameters. * "DMS_fnc_IsNearWater" will now check the provided position itself for water. * "DMS_fnc_IsValidPosition" will now do a surfaceNormal check within a 5 meter radius of the provided position as well. * "_customGearSet" should now actually work for "DMS_fnc_SpawnAISoldier", and the function title comment has been updated for the slightly tweaked syntax.
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#### Disclaimer:
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Defent's Mission System (DMS) is written from the ground up to be an efficient, easy to install, and vastly customizable mission system for the ArmA 3 [Exile Mod](http://www.exilemod.com/).
Readme changes, new debug fnc, fixes, tweaks Created disclaimer for DMS. Now mentioning that HC for DMS isn't that good. Some structure stuff in readme (let's see if it works lol) * **NEW CONFIG VALUE: DMS_Use_Map_Config** * You can now overwrite "main config values" with map-specific config values located in the new "map_configs" folder. This should allow you to use one DMS PBO if you have multiple servers with different maps. Included examples for Altis, Bornholm, Esseker, and Tavi (Taviana). * Because of the above implementation, DMS by default will not include the salt flats blacklist for findSafePos. In addition, it is preconfigured to the hilly terrains in Esseker and Taviana, as well as reducing all of the blacklist distances due to the smaller map size in Esseker. * Created new function "DMS_fnc_DebugLog". All DMS files (that produced debug logs) have been changed, including mission files. However, updating them is not important (and completely pointless if you don't even use DMS_DEBUG). * Fixed a few locations where it said "sized" instead of "seized". Thanks to [icomrade](https://github.com/icomrade) for pointing them out. * DMS now utilizes the "ARMA_LOG" DLL (if it exists) by infiSTAR to produce debug logs (if enabled). All debug logs now also include server uptime (in seconds) and server FPS. * The FSM no longer produces debug logs. * AI Locality manager will now run every minute. * Debug logs for "DMS_fnc_MissionsMonitor" will only output the mission name and the position, instead of all of the parameters. * "DMS_fnc_IsNearWater" will now check the provided position itself for water. * "DMS_fnc_IsValidPosition" will now do a surfaceNormal check within a 5 meter radius of the provided position as well. * "_customGearSet" should now actually work for "DMS_fnc_SpawnAISoldier", and the function title comment has been updated for the slightly tweaked syntax.
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However, creating such a mission system takes a lot of time and testing. We (the authors of DMS) are not perfect, and as a result, there may be bugs, glitches, and/or errors within DMS. We appreciate your co-operation in identifying and resolving such issues to improve DMS; however we are not liable for any issues resulting from the usage of DMS on/by your server. We are also not liable to help you in resolving any issues that may arise.
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You are welcome to port DMS or any of its functions for any other mod or (legal) purposes. For more information read the License Overview below:
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### License Overview:
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This work is protected by [Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)](http://creativecommons.org/licenses/by-nc-sa/4.0/). By using, downloading, or copying any of the work contained, you agree to the license included.
<a rel="license" href="http://creativecommons.org/licenses/by-nc-sa/4.0/"><img alt="Creative Commons License" style="border-width:0" src="https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png" /></a><br /><span xmlns:dct="http://purl.org/dc/terms/" property="dct:title">DMS</span> by <a xmlns:cc="http://creativecommons.org/ns#" href="https://github.com/Defent/DMS_Exile" property="cc:attributionName" rel="cc:attributionURL">Defent and eraser1</a> is licensed under a <a rel="license" href="http://creativecommons.org/licenses/by-nc-sa/4.0/">Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License</a>.<br />Based on a work at <a xmlns:dct="http://purl.org/dc/terms/" href="https://github.com/Defent/DMS_Exile" rel="dct:source">https://github.com/Defent/DMS_Exile</a>.
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The following overview is a human-readable summary of (and not a substitute for) [the full license](http://creativecommons.org/licenses/by-nc-sa/4.0/legalcode).
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#### You are free to:
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**Share** — copy and redistribute the material in any medium or format.
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**Adapt** — remix, transform, and build upon the material.
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#### Under the following terms:
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**Attribution** — You must give **appropriate credit**, provide a link to the license, and **indicate if changes were made**. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
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**NonCommercial** — You may not use the material for commercial purposes.
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**ShareAlike** — If you remix, transform, or build upon the material, you must distribute your contributions under the **same license** as the original.
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**No additional restrictions** — You may not apply legal terms or **technological measures** that legally restrict others from doing anything the license permits.
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#### Notices:
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You do not have to comply with the license for elements of the material in the public domain or where your use is permitted by an applicable **exception or limitation**.
No warranties are given. The license may not give you all of the permissions necessary for your intended use. For example, other rights such as **publicity, privacy, or moral rights** may limit how you use the material.
Readme changes, new debug fnc, fixes, tweaks Created disclaimer for DMS. Now mentioning that HC for DMS isn't that good. Some structure stuff in readme (let's see if it works lol) * **NEW CONFIG VALUE: DMS_Use_Map_Config** * You can now overwrite "main config values" with map-specific config values located in the new "map_configs" folder. This should allow you to use one DMS PBO if you have multiple servers with different maps. Included examples for Altis, Bornholm, Esseker, and Tavi (Taviana). * Because of the above implementation, DMS by default will not include the salt flats blacklist for findSafePos. In addition, it is preconfigured to the hilly terrains in Esseker and Taviana, as well as reducing all of the blacklist distances due to the smaller map size in Esseker. * Created new function "DMS_fnc_DebugLog". All DMS files (that produced debug logs) have been changed, including mission files. However, updating them is not important (and completely pointless if you don't even use DMS_DEBUG). * Fixed a few locations where it said "sized" instead of "seized". Thanks to [icomrade](https://github.com/icomrade) for pointing them out. * DMS now utilizes the "ARMA_LOG" DLL (if it exists) by infiSTAR to produce debug logs (if enabled). All debug logs now also include server uptime (in seconds) and server FPS. * The FSM no longer produces debug logs. * AI Locality manager will now run every minute. * Debug logs for "DMS_fnc_MissionsMonitor" will only output the mission name and the position, instead of all of the parameters. * "DMS_fnc_IsNearWater" will now check the provided position itself for water. * "DMS_fnc_IsValidPosition" will now do a surfaceNormal check within a 5 meter radius of the provided position as well. * "_customGearSet" should now actually work for "DMS_fnc_SpawnAISoldier", and the function title comment has been updated for the slightly tweaked syntax.
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___
# Instructions
Say bye-bye to the pre-packed PBO ;) #### November 14, 2015 (8:30 PM CST-America): * **NEW CONFIG VALUES:** DMS_AllowStaticReinforcements DMS_MarkerText_ShowAICount_Static DMS_PredefinedMissionLocations_WEIGHTED DMS_AIKill_DistanceBonusMinDistance DMS_AIKill_DistanceBonusCoefficient * You can now manually disable Static Mission AI reinforcements using "DMS_AllowStaticReinforcements" * You can now choose whether or not to show AI count for map markers for both Static and Dynamic missions separately. * DMS will now check to see if the config.sqf didn't load properly, and for the presence of RyanZombies. * You can now make predefined locations weighted. * Some optimization + code clarity. * Added ```taviana_config.sqf``` (identical to ```tavi_config.sqf```) for the latest version of Taviana. * **saltflats mission**: * The AI will now initially spawn randomly across the compound. This should help with the issue of some AI spawning outside of the compound. * Added more static guns: 4 around the flagpole (5 meters north, south, east, and west). One on top of the tower in each corner, and another on the top of the concrete water tower. * When an AI group is offloaded to a client and he gets out of range AND no other viable client is found, the AI locality should now revert to the server (it used to just stay with the original client). * Added extra measures to prevent the creation of 2 markers with the same name. * fn_FillCrate.sqf: * Fixed the issue where DMS would complain about incorrect parameters when using custom code to generate loot. * DMS now has debug logging to tell you exactly what it spawns in the crate when using a crate case or custom code. * "DMS_PredefinedMissionLocations" itself will now be shuffled when finding a position. This should make the generated positions even more random. * Added new Group Reinforcement Types: "armed_vehicle_replace" and "static_gunner" * Potentially resolved the issue with launchers not being deleted from AI bodies when they're killed sometimes. * **fn_PlayerAwardOnAIKill.sqf**: Created a separate function to handle poptabs/respect of a player when he/she kills an AI. * Added a "distance bonus" for respect when killing AI. * Added logging for player rewards on AI kills. * DMS now lets Exile's body cleanup handle dead AIs. * Fixed the issue where DMS would spawn static missions even when "DMS_StaticMission" is set to false. * fn_SetAILocality.sqf now returns true/false if it does/doesn't find an owner. * New function "fn_SpawnAIGroup_MultiPos.sqf". Almost identical to SpawnAIGroup, except it spawns each AI along a list of locations. * **Removed the pre-packed PBO. Too many people were having issues with their PBO tool removing the prefix and repacking it would result in DMS not working.**
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[Please search the DMS thread before asking any questions](http://www.exilemod.com/topic/61-dms-defents-mission-system/?do=findComment&comment=242)
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DMS will work "out-of-the-box" for almost any map. You have to keep in mind that if the map is too small (such as Stratis), then you will need to reduce the [Mission spawn location settings](https://github.com/Defent/DMS_Exile/blob/master/%40ExileServer/addons/a3_dms/config.sqf?ts=4). Also, for especially hilly maps (such as Panthera), you will need to reduce the [Minimum surfaceNormal](https://github.com/Defent/DMS_Exile/blob/master/%40ExileServer/addons/a3_dms/config.sqf?ts=4) (the config value is automatically adjusted for some maps. You can check the [map configs](https://github.com/Defent/DMS_Exile/tree/master/%40ExileServer/addons/a3_dms/map_configs) to see the adjusted config value overwrites).
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Say bye-bye to the pre-packed PBO ;) #### November 14, 2015 (8:30 PM CST-America): * **NEW CONFIG VALUES:** DMS_AllowStaticReinforcements DMS_MarkerText_ShowAICount_Static DMS_PredefinedMissionLocations_WEIGHTED DMS_AIKill_DistanceBonusMinDistance DMS_AIKill_DistanceBonusCoefficient * You can now manually disable Static Mission AI reinforcements using "DMS_AllowStaticReinforcements" * You can now choose whether or not to show AI count for map markers for both Static and Dynamic missions separately. * DMS will now check to see if the config.sqf didn't load properly, and for the presence of RyanZombies. * You can now make predefined locations weighted. * Some optimization + code clarity. * Added ```taviana_config.sqf``` (identical to ```tavi_config.sqf```) for the latest version of Taviana. * **saltflats mission**: * The AI will now initially spawn randomly across the compound. This should help with the issue of some AI spawning outside of the compound. * Added more static guns: 4 around the flagpole (5 meters north, south, east, and west). One on top of the tower in each corner, and another on the top of the concrete water tower. * When an AI group is offloaded to a client and he gets out of range AND no other viable client is found, the AI locality should now revert to the server (it used to just stay with the original client). * Added extra measures to prevent the creation of 2 markers with the same name. * fn_FillCrate.sqf: * Fixed the issue where DMS would complain about incorrect parameters when using custom code to generate loot. * DMS now has debug logging to tell you exactly what it spawns in the crate when using a crate case or custom code. * "DMS_PredefinedMissionLocations" itself will now be shuffled when finding a position. This should make the generated positions even more random. * Added new Group Reinforcement Types: "armed_vehicle_replace" and "static_gunner" * Potentially resolved the issue with launchers not being deleted from AI bodies when they're killed sometimes. * **fn_PlayerAwardOnAIKill.sqf**: Created a separate function to handle poptabs/respect of a player when he/she kills an AI. * Added a "distance bonus" for respect when killing AI. * Added logging for player rewards on AI kills. * DMS now lets Exile's body cleanup handle dead AIs. * Fixed the issue where DMS would spawn static missions even when "DMS_StaticMission" is set to false. * fn_SetAILocality.sqf now returns true/false if it does/doesn't find an owner. * New function "fn_SpawnAIGroup_MultiPos.sqf". Almost identical to SpawnAIGroup, except it spawns each AI along a list of locations. * **Removed the pre-packed PBO. Too many people were having issues with their PBO tool removing the prefix and repacking it would result in DMS not working.**
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## BattlEye Filters:
It is highly recommended that you add
```
!="(_this select 0) execVM \"\A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf\""
```
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at ***the END of the line that starts with "7 exec" in scripts.txt*** (if it exists). [Here is the pastebin](http://pastebin.com/W8bH252U).
Merry Xmas :D * **NEW CONFIG VALUES:** DMS_SpawnFlareOnReinforcements DMS_MissionMarkerWinDot_Type DMS_MissionMarkerLoseDot_Type DMS_EnableBoxMoving DMS_BasesToImportOnServerStart DMS_AI_Classname DMS_AI_AimCoef_easy DMS_AI_AimCoef_moderate DMS_AI_AimCoef_difficult DMS_AI_AimCoef_hardcore DMS_AI_EnableStamina_easy DMS_AI_EnableStamina_moderate DMS_AI_EnableStamina_difficult DMS_AI_EnableStamina_hardcore DMS_AI_destroyStaticWeapon DMS_AI_destroyStaticWeapon_chance DMS_ai_SupportedRandomClasses DMS_random_non_assault_AI DMS_random_non_MG_AI DMS_random_non_sniper_AI * Please check out the new config values in config.sqf to see what they do :) * Fixed issue with "thieves" mission (and DMS-spawned persistent vehicles in general). Big thank you to [JamieKG from Eternal Gamer](http://eternal-gamer.com/) and Torndeco. * **New static mission: "slums"** * Credit for the base goes to [William from Refugees of the Fallen](http://refugeesofthefallen.enjin.com/) * Spawns 2 crates at 2 different locations from a list of 5 locations. * No AI vehicles, only infantry (introduces Close Quarters Combat) * Added to Altis by default. * Static bases can now be imported on server startup instead of mission spawns. Enabled by default for saltflats and slums. * Increased "DMS_MissionTimeoutResetRange" from 1000 to 1500. * Removed the Navid from config (MG AI and box weapons). * Edited panthera3_config to reduce SpawnZoneNear and TraderZoneNear blacklists. * Edited "blackhawkdown" and "donthasslethehoff" missions to use a slightly different heli wreck classname. * Increased marker circle diameter for saltflats mission to 750 meters. * Moved "DMS_Version" variable assignment to pre-init. * Moved Map Center and Map Radius assignments to post-init. * Added support for 2 new optional parameters: _onMonitorStart and _onMonitorEnd, run before and after the Mission Monitor checks the mission, but AFTER "Mission Success State" is checked. * Mines should now be deleted when a mission fails. * Script optimizations for almost all functions using new command(s) introduced in ArmA v1.54, as well as improved technique(s). * "ExileServer_system_garbageCollector_deleteObject" is now used to actually delete items by DMS_fnc_CleanUp. * AI and vehicle cleanup should now be completely handled by Exile. * Added support for mARMA logging. * **You can now disable the movement/lifting of loot crates after the mission is complete using "DMS_EnableBoxMoving".** * Added some debug code to DMS_fnc_FindSafePos and DMS_fnc_IsValidPosition (commented out by default) * New group reinforcement type "increasing_difficulty". * DMS_fnc_IsNearWater now checks for invalid parameter(s). * DMS_fnc_PlayerAwardOnAIKill now checks for roadkill values AFTER unit-defined respect/tabs. * You can now define different marker types for mission completion/failure using "DMS_MissionMarkerWinDot_Type" and "DMS_MissionMarkerLoseDot_Type" respectively. * "DMS_fnc_SetGroupBehavior" can now take a unit as parameter as well. It will also now return true if behavior was changed, false otherwise. * "DMS_fnc_SpawnAIGroup" and "DMS_fnc_SpawnAIGroup_MultiPos" now supports the definition of custom gear sets. * Improved function documentation for "DMS_fnc_SpawnAIGroup", "DMS_fnc_SpawnAIGroup_MultiPos", and "DMS_fnc_SpawnAISoldier". * "DMS_fnc_SpawnAISoldier" now supports multiple different random AI class presets. This means that you can define a certain "random" class preset, but have it select from a specially defined list that excludes classes that you don't want. * Added default values to certain "missionNameSpace getVariable"s in DMS_fnc_SpawnAISoldier to prevent script errors in the event of invalid definitions. * Slight logic tweak/fix to DMS_fnc_TargetsKilled (it shouldn't throw errors when there aren't any).
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***AND:***
```
!="_v)} do {\n_posV = getPos _v;\n_smoke1 = \"#particlesource\" createVehicleLocal getpos _v;\n_smoke1 attachTo [_v,[0,0,0],\"engine_effe"
```
after "7 createVehicle"
Say bye-bye to the pre-packed PBO ;) #### November 14, 2015 (8:30 PM CST-America): * **NEW CONFIG VALUES:** DMS_AllowStaticReinforcements DMS_MarkerText_ShowAICount_Static DMS_PredefinedMissionLocations_WEIGHTED DMS_AIKill_DistanceBonusMinDistance DMS_AIKill_DistanceBonusCoefficient * You can now manually disable Static Mission AI reinforcements using "DMS_AllowStaticReinforcements" * You can now choose whether or not to show AI count for map markers for both Static and Dynamic missions separately. * DMS will now check to see if the config.sqf didn't load properly, and for the presence of RyanZombies. * You can now make predefined locations weighted. * Some optimization + code clarity. * Added ```taviana_config.sqf``` (identical to ```tavi_config.sqf```) for the latest version of Taviana. * **saltflats mission**: * The AI will now initially spawn randomly across the compound. This should help with the issue of some AI spawning outside of the compound. * Added more static guns: 4 around the flagpole (5 meters north, south, east, and west). One on top of the tower in each corner, and another on the top of the concrete water tower. * When an AI group is offloaded to a client and he gets out of range AND no other viable client is found, the AI locality should now revert to the server (it used to just stay with the original client). * Added extra measures to prevent the creation of 2 markers with the same name. * fn_FillCrate.sqf: * Fixed the issue where DMS would complain about incorrect parameters when using custom code to generate loot. * DMS now has debug logging to tell you exactly what it spawns in the crate when using a crate case or custom code. * "DMS_PredefinedMissionLocations" itself will now be shuffled when finding a position. This should make the generated positions even more random. * Added new Group Reinforcement Types: "armed_vehicle_replace" and "static_gunner" * Potentially resolved the issue with launchers not being deleted from AI bodies when they're killed sometimes. * **fn_PlayerAwardOnAIKill.sqf**: Created a separate function to handle poptabs/respect of a player when he/she kills an AI. * Added a "distance bonus" for respect when killing AI. * Added logging for player rewards on AI kills. * DMS now lets Exile's body cleanup handle dead AIs. * Fixed the issue where DMS would spawn static missions even when "DMS_StaticMission" is set to false. * fn_SetAILocality.sqf now returns true/false if it does/doesn't find an owner. * New function "fn_SpawnAIGroup_MultiPos.sqf". Almost identical to SpawnAIGroup, except it spawns each AI along a list of locations. * **Removed the pre-packed PBO. Too many people were having issues with their PBO tool removing the prefix and repacking it would result in DMS not working.**
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Static Missions! And MORE! * ** NEW CONFIG VALUES: |DMS_MaxStaticMissions| |DMS_TimeToFirstStaticMission| |DMS_TimeBetweenStaticMissions| |DMS_StaticMissionTimeOut| |DMS_StaticMissionTimeoutResetRange| |DMS_StaticMinPlayerDistance| |DMS_UsePredefinedMissionLocations| |DMS_PredefinedMissionLocations| |DMS_MinDistFromWestBorder| |DMS_MinDistFromEastBorder| |DMS_MinDistFromSouthBorder| |DMS_MinDistFromNorthBorder| |DMS_StaticMissionTypes| ** * Added new value "DMS_Version". * ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG"; donthasslethehoff, mercbase, and testmission have been updated with the new names** * DMS will now check to make sure that marker colors passed to fn_CreateMarker are valid marker colors. * You can now control how far away from each border a mission will spawn (each border is separate: west, east, south, north). All "supported" maps have config values adjusted in "map_configs". * New salt flats base by [Darth Rogue from SOA](http://soldiersofanarchy.net/). * **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is currently the only static mission for Altis ONLY. However, it shouldn't be too difficult to export it to other maps (once positions have been adjusted). ** * Fixed a couple of outdated/inaccurate function documentation comments. * **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT. YESSSSS** * Fixed fn_CleanUp producing debug logs even with debug disabled. * Fixed the CleanUp list not Cleaning Up after itself (hah!). * Added diag_tickTime and DMS_Version to debug logs. * You can now define a custom function for DMS_FillCrate. It will be passed params from _lootValues select 0. ** I haven't tested this at all. Just keep that in mind ;) ** * You can now manually define mission spawning locations into an array, and that array will be used to find a location. Each location will still be checked for validity, and if no valid positions are found from the list, a random one is then generated using the normal method. ** I didn't test this part at all either :P ** * fn_FindSafePos should be even more efficient now, and even more controllable. * Quite a few new functions; most notably: fn_GroupReinforcementsManager * fn_GroupReinforcementsManager is used by static missions to provide reinforcements for AI once they fall below a certain threshold (and/or any other parameters you provide). Make sure to check out the function documentation and give any suggestions for new reinforcement types! * New function "DMS_fnc_ImportFromM3E_Static" will simply import a base from the provided file (under static). No conversion to relative position or anything. Simply spawning, positioning, and disabling simulation. * Removed the check for being outside map edges from fn_isValidPosition. * "hardcore" AI will now be even more difficult ;)
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## Installation:
2015-08-25 15:55:45 +00:00
Say bye-bye to the pre-packed PBO ;) #### November 14, 2015 (8:30 PM CST-America): * **NEW CONFIG VALUES:** DMS_AllowStaticReinforcements DMS_MarkerText_ShowAICount_Static DMS_PredefinedMissionLocations_WEIGHTED DMS_AIKill_DistanceBonusMinDistance DMS_AIKill_DistanceBonusCoefficient * You can now manually disable Static Mission AI reinforcements using "DMS_AllowStaticReinforcements" * You can now choose whether or not to show AI count for map markers for both Static and Dynamic missions separately. * DMS will now check to see if the config.sqf didn't load properly, and for the presence of RyanZombies. * You can now make predefined locations weighted. * Some optimization + code clarity. * Added ```taviana_config.sqf``` (identical to ```tavi_config.sqf```) for the latest version of Taviana. * **saltflats mission**: * The AI will now initially spawn randomly across the compound. This should help with the issue of some AI spawning outside of the compound. * Added more static guns: 4 around the flagpole (5 meters north, south, east, and west). One on top of the tower in each corner, and another on the top of the concrete water tower. * When an AI group is offloaded to a client and he gets out of range AND no other viable client is found, the AI locality should now revert to the server (it used to just stay with the original client). * Added extra measures to prevent the creation of 2 markers with the same name. * fn_FillCrate.sqf: * Fixed the issue where DMS would complain about incorrect parameters when using custom code to generate loot. * DMS now has debug logging to tell you exactly what it spawns in the crate when using a crate case or custom code. * "DMS_PredefinedMissionLocations" itself will now be shuffled when finding a position. This should make the generated positions even more random. * Added new Group Reinforcement Types: "armed_vehicle_replace" and "static_gunner" * Potentially resolved the issue with launchers not being deleted from AI bodies when they're killed sometimes. * **fn_PlayerAwardOnAIKill.sqf**: Created a separate function to handle poptabs/respect of a player when he/she kills an AI. * Added a "distance bonus" for respect when killing AI. * Added logging for player rewards on AI kills. * DMS now lets Exile's body cleanup handle dead AIs. * Fixed the issue where DMS would spawn static missions even when "DMS_StaticMission" is set to false. * fn_SetAILocality.sqf now returns true/false if it does/doesn't find an owner. * New function "fn_SpawnAIGroup_MultiPos.sqf". Almost identical to SpawnAIGroup, except it spawns each AI along a list of locations. * **Removed the pre-packed PBO. Too many people were having issues with their PBO tool removing the prefix and repacking it would result in DMS not working.**
2015-11-15 02:08:41 +00:00
1. Download the [a3_dms](https://github.com/Defent/DMS_Exile/tree/master/%40ExileServer/addons/a3_dms) folder
2016-01-07 00:38:55 +00:00
2. Edit the [config.sqf](https://github.com/Defent/DMS_Exile/blob/master/%40ExileServer/addons/a3_dms/config.sqf?ts=4) to your preferences.
Say bye-bye to the pre-packed PBO ;) #### November 14, 2015 (8:30 PM CST-America): * **NEW CONFIG VALUES:** DMS_AllowStaticReinforcements DMS_MarkerText_ShowAICount_Static DMS_PredefinedMissionLocations_WEIGHTED DMS_AIKill_DistanceBonusMinDistance DMS_AIKill_DistanceBonusCoefficient * You can now manually disable Static Mission AI reinforcements using "DMS_AllowStaticReinforcements" * You can now choose whether or not to show AI count for map markers for both Static and Dynamic missions separately. * DMS will now check to see if the config.sqf didn't load properly, and for the presence of RyanZombies. * You can now make predefined locations weighted. * Some optimization + code clarity. * Added ```taviana_config.sqf``` (identical to ```tavi_config.sqf```) for the latest version of Taviana. * **saltflats mission**: * The AI will now initially spawn randomly across the compound. This should help with the issue of some AI spawning outside of the compound. * Added more static guns: 4 around the flagpole (5 meters north, south, east, and west). One on top of the tower in each corner, and another on the top of the concrete water tower. * When an AI group is offloaded to a client and he gets out of range AND no other viable client is found, the AI locality should now revert to the server (it used to just stay with the original client). * Added extra measures to prevent the creation of 2 markers with the same name. * fn_FillCrate.sqf: * Fixed the issue where DMS would complain about incorrect parameters when using custom code to generate loot. * DMS now has debug logging to tell you exactly what it spawns in the crate when using a crate case or custom code. * "DMS_PredefinedMissionLocations" itself will now be shuffled when finding a position. This should make the generated positions even more random. * Added new Group Reinforcement Types: "armed_vehicle_replace" and "static_gunner" * Potentially resolved the issue with launchers not being deleted from AI bodies when they're killed sometimes. * **fn_PlayerAwardOnAIKill.sqf**: Created a separate function to handle poptabs/respect of a player when he/she kills an AI. * Added a "distance bonus" for respect when killing AI. * Added logging for player rewards on AI kills. * DMS now lets Exile's body cleanup handle dead AIs. * Fixed the issue where DMS would spawn static missions even when "DMS_StaticMission" is set to false. * fn_SetAILocality.sqf now returns true/false if it does/doesn't find an owner. * New function "fn_SpawnAIGroup_MultiPos.sqf". Almost identical to SpawnAIGroup, except it spawns each AI along a list of locations. * **Removed the pre-packed PBO. Too many people were having issues with their PBO tool removing the prefix and repacking it would result in DMS not working.**
2015-11-15 02:08:41 +00:00
3. Pack the a3_dms folder with a PBO tool ([PBO Manager](http://www.armaholic.com/page.php?id=16369), [Eliteness](https://dev.withsix.com/projects/mikero-pbodll/files), or [the Arma 3 Tools suite](http://store.steampowered.com/app/233800/))
4. Put the generated PBO in your ```@ExileServer\addons\``` directory. It should be alongside ```exile_server.pbo``` and ```exile_server_config.pbo```.
2016-07-06 00:16:06 +00:00
<br>
Major UI Improvements, Fixes, Improved readme * **NEW CONFIG VALUES**: |DMS_Show_Kill_Poptabs_Notification| |DMS_Show_Kill_Respect_Notification| |DMS_dynamicText_Duration| |DMS_dynamicText_FadeTime| |DMS_dynamicText_Title_Size| |DMS_dynamicText_Title_Font| |DMS_dynamicText_Message_Color| |DMS_dynamicText_Message_Size| |DMS_dynamicText_Message_Font| |DMS_standardHint_Title_Size| |DMS_standardHint_Title_Font| |DMS_standardHint_Message_Color| |DMS_standardHint_Message_Size| |DMS_standardHint_Message_Font| |DMS_textTiles_Duration| |DMS_textTiles_FadeTime| |DMS_textTiles_Title_Size| |DMS_textTiles_Title_Font| |DMS_textTiles_Message_Color| |DMS_textTiles_Message_Size| |DMS_textTiles_Message_Font| * "DMS_PlayerNotificationTypes" has been adjusted to include "systemChatRequest" and the brand new "textTilesRequest". **NOTE:** Due to the way "text tiles" work, a player can only have one on his screen at a time. As a result, if another text tile is created while the mission message is up, the message will immediately disappear to display the new text tile. Currently, the "Frag Messages" (the ones that say "Player Kill +100") use text tiles. I don't think it should be a major issue (especially if you use "systemChatRequest", so the player can just scroll up), but if I get reports of it being stupid, I will default to "dynamicTextRequest", which should also look pretty damn nice. * These changes should make it much easier for people to use DMS notification functions for other purposes. * Fixed AI waypoints - the AI should now properly circle the objective at the proper radius. * Tweaked "DMS_AI_WP_Radius_moderate" and "DMS_AI_WP_Radius_difficult" (reduced the radii). Due to the AI pathing fix. * Fixed a couple typos in "DMS_fnc_SpawnAISoldier". "_customGearSet" should work now (although I'm fairly certain nobody uses it since nobody ever complained :P ) * Improved "DMS_fnc_SpawnNonPersistentVehicle"; Vehicles should no longer spawn jumbled up in most cases (like cardealer). Also, it's updated to the latest Exile methods to ensure that vehicles have no nightvision/thermal if configured to do so in Exile configs. Also added the "MPKilled" EH used by Exile for non-persistent (persistent vehicles already had it). * You can now choose whether or not you want to display the poptabs or respect kill messages when killing an AI with "DMS_Show_Kill_Poptabs_Notification" and "DMS_Show_Kill_Respect_Notification". Both are enabled by default. * Fixed typos in the "OnKilled" EH (didn't really affect anything) * Fixed cases when "currentMuzzle" would return a number. Thanks to [azmodii](https://github.com/azmodii) for the reminder. * Optimized the "AI share info" function in "OnKilled"
2015-10-09 00:16:48 +00:00
## infiSTAR:
2016-06-13 23:24:03 +00:00
* If you are using infiSTAR and want to keep ```CGM = true;```, then set ```UMW = true;```.
* Add ```'O_HMG_01_high_F'``` to ```_VehicleWhiteList```, as well as any other vehicles you add to DMS that are not whitelisted.
2015-09-05 00:42:12 +00:00
2016-07-06 00:16:06 +00:00
<br><br>
Say bye-bye to the pre-packed PBO ;) #### November 14, 2015 (8:30 PM CST-America): * **NEW CONFIG VALUES:** DMS_AllowStaticReinforcements DMS_MarkerText_ShowAICount_Static DMS_PredefinedMissionLocations_WEIGHTED DMS_AIKill_DistanceBonusMinDistance DMS_AIKill_DistanceBonusCoefficient * You can now manually disable Static Mission AI reinforcements using "DMS_AllowStaticReinforcements" * You can now choose whether or not to show AI count for map markers for both Static and Dynamic missions separately. * DMS will now check to see if the config.sqf didn't load properly, and for the presence of RyanZombies. * You can now make predefined locations weighted. * Some optimization + code clarity. * Added ```taviana_config.sqf``` (identical to ```tavi_config.sqf```) for the latest version of Taviana. * **saltflats mission**: * The AI will now initially spawn randomly across the compound. This should help with the issue of some AI spawning outside of the compound. * Added more static guns: 4 around the flagpole (5 meters north, south, east, and west). One on top of the tower in each corner, and another on the top of the concrete water tower. * When an AI group is offloaded to a client and he gets out of range AND no other viable client is found, the AI locality should now revert to the server (it used to just stay with the original client). * Added extra measures to prevent the creation of 2 markers with the same name. * fn_FillCrate.sqf: * Fixed the issue where DMS would complain about incorrect parameters when using custom code to generate loot. * DMS now has debug logging to tell you exactly what it spawns in the crate when using a crate case or custom code. * "DMS_PredefinedMissionLocations" itself will now be shuffled when finding a position. This should make the generated positions even more random. * Added new Group Reinforcement Types: "armed_vehicle_replace" and "static_gunner" * Potentially resolved the issue with launchers not being deleted from AI bodies when they're killed sometimes. * **fn_PlayerAwardOnAIKill.sqf**: Created a separate function to handle poptabs/respect of a player when he/she kills an AI. * Added a "distance bonus" for respect when killing AI. * Added logging for player rewards on AI kills. * DMS now lets Exile's body cleanup handle dead AIs. * Fixed the issue where DMS would spawn static missions even when "DMS_StaticMission" is set to false. * fn_SetAILocality.sqf now returns true/false if it does/doesn't find an owner. * New function "fn_SpawnAIGroup_MultiPos.sqf". Almost identical to SpawnAIGroup, except it spawns each AI along a list of locations. * **Removed the pre-packed PBO. Too many people were having issues with their PBO tool removing the prefix and repacking it would result in DMS not working.**
2015-11-15 02:08:41 +00:00
### Vilayer or other Game Server Providers Instructions:
2015-09-05 00:42:12 +00:00
Say bye-bye to the pre-packed PBO ;) #### November 14, 2015 (8:30 PM CST-America): * **NEW CONFIG VALUES:** DMS_AllowStaticReinforcements DMS_MarkerText_ShowAICount_Static DMS_PredefinedMissionLocations_WEIGHTED DMS_AIKill_DistanceBonusMinDistance DMS_AIKill_DistanceBonusCoefficient * You can now manually disable Static Mission AI reinforcements using "DMS_AllowStaticReinforcements" * You can now choose whether or not to show AI count for map markers for both Static and Dynamic missions separately. * DMS will now check to see if the config.sqf didn't load properly, and for the presence of RyanZombies. * You can now make predefined locations weighted. * Some optimization + code clarity. * Added ```taviana_config.sqf``` (identical to ```tavi_config.sqf```) for the latest version of Taviana. * **saltflats mission**: * The AI will now initially spawn randomly across the compound. This should help with the issue of some AI spawning outside of the compound. * Added more static guns: 4 around the flagpole (5 meters north, south, east, and west). One on top of the tower in each corner, and another on the top of the concrete water tower. * When an AI group is offloaded to a client and he gets out of range AND no other viable client is found, the AI locality should now revert to the server (it used to just stay with the original client). * Added extra measures to prevent the creation of 2 markers with the same name. * fn_FillCrate.sqf: * Fixed the issue where DMS would complain about incorrect parameters when using custom code to generate loot. * DMS now has debug logging to tell you exactly what it spawns in the crate when using a crate case or custom code. * "DMS_PredefinedMissionLocations" itself will now be shuffled when finding a position. This should make the generated positions even more random. * Added new Group Reinforcement Types: "armed_vehicle_replace" and "static_gunner" * Potentially resolved the issue with launchers not being deleted from AI bodies when they're killed sometimes. * **fn_PlayerAwardOnAIKill.sqf**: Created a separate function to handle poptabs/respect of a player when he/she kills an AI. * Added a "distance bonus" for respect when killing AI. * Added logging for player rewards on AI kills. * DMS now lets Exile's body cleanup handle dead AIs. * Fixed the issue where DMS would spawn static missions even when "DMS_StaticMission" is set to false. * fn_SetAILocality.sqf now returns true/false if it does/doesn't find an owner. * New function "fn_SpawnAIGroup_MultiPos.sqf". Almost identical to SpawnAIGroup, except it spawns each AI along a list of locations. * **Removed the pre-packed PBO. Too many people were having issues with their PBO tool removing the prefix and repacking it would result in DMS not working.**
2015-11-15 02:08:41 +00:00
If you are using Vilayer or some other GameServer hosting service, and/or the above steps did not work, then follow these instructions:
1. Create a new folder called @a3_dms in the root ArmA 3 folder.
2. Create a subfolder called "addons".
3. Place the "a3_dms.pbo" in the "addons" subfolder.
4. Edit your startup parameters/modline to include "@a3_dms". For example: ```-serverMod=@ExileServer;@a3_dms;```
2016-07-11 21:56:38 +00:00
2016-07-06 00:16:06 +00:00
<br><br>
2016-07-11 21:56:38 +00:00
2016-07-06 00:16:06 +00:00
## Troubleshooting:
If you're having any issues with DMS, check your RPT for errors and make sure PBO is packed correctly by unpacking it and ensuring the folder structure is "\x\addons\a3_DMS\...".
2015-08-31 05:08:30 +00:00
2016-07-06 00:16:06 +00:00
If you can't figure it out, leave a post on [the DMS thread on exile forums](http://www.exilemod.com/topic/61-dms-defents-mission-system/?do=findComment&comment=242). **Make sure to include your RPT, config.sqf, as well as any changed files. Please use [pastebin](http://pastebin.com/), spoilers, or something similar; DO NOT PASTE EVERYTHING DIRECTLY INTO THE POST (without putting it in a spoiler)**
2015-09-02 17:16:22 +00:00
2016-07-06 00:16:06 +00:00
<br><br>
Major UI Improvements, Fixes, Improved readme * **NEW CONFIG VALUES**: |DMS_Show_Kill_Poptabs_Notification| |DMS_Show_Kill_Respect_Notification| |DMS_dynamicText_Duration| |DMS_dynamicText_FadeTime| |DMS_dynamicText_Title_Size| |DMS_dynamicText_Title_Font| |DMS_dynamicText_Message_Color| |DMS_dynamicText_Message_Size| |DMS_dynamicText_Message_Font| |DMS_standardHint_Title_Size| |DMS_standardHint_Title_Font| |DMS_standardHint_Message_Color| |DMS_standardHint_Message_Size| |DMS_standardHint_Message_Font| |DMS_textTiles_Duration| |DMS_textTiles_FadeTime| |DMS_textTiles_Title_Size| |DMS_textTiles_Title_Font| |DMS_textTiles_Message_Color| |DMS_textTiles_Message_Size| |DMS_textTiles_Message_Font| * "DMS_PlayerNotificationTypes" has been adjusted to include "systemChatRequest" and the brand new "textTilesRequest". **NOTE:** Due to the way "text tiles" work, a player can only have one on his screen at a time. As a result, if another text tile is created while the mission message is up, the message will immediately disappear to display the new text tile. Currently, the "Frag Messages" (the ones that say "Player Kill +100") use text tiles. I don't think it should be a major issue (especially if you use "systemChatRequest", so the player can just scroll up), but if I get reports of it being stupid, I will default to "dynamicTextRequest", which should also look pretty damn nice. * These changes should make it much easier for people to use DMS notification functions for other purposes. * Fixed AI waypoints - the AI should now properly circle the objective at the proper radius. * Tweaked "DMS_AI_WP_Radius_moderate" and "DMS_AI_WP_Radius_difficult" (reduced the radii). Due to the AI pathing fix. * Fixed a couple typos in "DMS_fnc_SpawnAISoldier". "_customGearSet" should work now (although I'm fairly certain nobody uses it since nobody ever complained :P ) * Improved "DMS_fnc_SpawnNonPersistentVehicle"; Vehicles should no longer spawn jumbled up in most cases (like cardealer). Also, it's updated to the latest Exile methods to ensure that vehicles have no nightvision/thermal if configured to do so in Exile configs. Also added the "MPKilled" EH used by Exile for non-persistent (persistent vehicles already had it). * You can now choose whether or not you want to display the poptabs or respect kill messages when killing an AI with "DMS_Show_Kill_Poptabs_Notification" and "DMS_Show_Kill_Respect_Notification". Both are enabled by default. * Fixed typos in the "OnKilled" EH (didn't really affect anything) * Fixed cases when "currentMuzzle" would return a number. Thanks to [azmodii](https://github.com/azmodii) for the reminder. * Optimized the "AI share info" function in "OnKilled"
2015-10-09 00:16:48 +00:00
### HEADLESS CLIENT:
2015-09-02 17:16:22 +00:00
Say bye-bye to the pre-packed PBO ;) #### November 14, 2015 (8:30 PM CST-America): * **NEW CONFIG VALUES:** DMS_AllowStaticReinforcements DMS_MarkerText_ShowAICount_Static DMS_PredefinedMissionLocations_WEIGHTED DMS_AIKill_DistanceBonusMinDistance DMS_AIKill_DistanceBonusCoefficient * You can now manually disable Static Mission AI reinforcements using "DMS_AllowStaticReinforcements" * You can now choose whether or not to show AI count for map markers for both Static and Dynamic missions separately. * DMS will now check to see if the config.sqf didn't load properly, and for the presence of RyanZombies. * You can now make predefined locations weighted. * Some optimization + code clarity. * Added ```taviana_config.sqf``` (identical to ```tavi_config.sqf```) for the latest version of Taviana. * **saltflats mission**: * The AI will now initially spawn randomly across the compound. This should help with the issue of some AI spawning outside of the compound. * Added more static guns: 4 around the flagpole (5 meters north, south, east, and west). One on top of the tower in each corner, and another on the top of the concrete water tower. * When an AI group is offloaded to a client and he gets out of range AND no other viable client is found, the AI locality should now revert to the server (it used to just stay with the original client). * Added extra measures to prevent the creation of 2 markers with the same name. * fn_FillCrate.sqf: * Fixed the issue where DMS would complain about incorrect parameters when using custom code to generate loot. * DMS now has debug logging to tell you exactly what it spawns in the crate when using a crate case or custom code. * "DMS_PredefinedMissionLocations" itself will now be shuffled when finding a position. This should make the generated positions even more random. * Added new Group Reinforcement Types: "armed_vehicle_replace" and "static_gunner" * Potentially resolved the issue with launchers not being deleted from AI bodies when they're killed sometimes. * **fn_PlayerAwardOnAIKill.sqf**: Created a separate function to handle poptabs/respect of a player when he/she kills an AI. * Added a "distance bonus" for respect when killing AI. * Added logging for player rewards on AI kills. * DMS now lets Exile's body cleanup handle dead AIs. * Fixed the issue where DMS would spawn static missions even when "DMS_StaticMission" is set to false. * fn_SetAILocality.sqf now returns true/false if it does/doesn't find an owner. * New function "fn_SpawnAIGroup_MultiPos.sqf". Almost identical to SpawnAIGroup, except it spawns each AI along a list of locations. * **Removed the pre-packed PBO. Too many people were having issues with their PBO tool removing the prefix and repacking it would result in DMS not working.**
2015-11-15 02:08:41 +00:00
**DMS does not currently support headless client. Do not attempt to use HC with DMS unless you know what you are doing.**
Major UI Improvements, Fixes, Improved readme * **NEW CONFIG VALUES**: |DMS_Show_Kill_Poptabs_Notification| |DMS_Show_Kill_Respect_Notification| |DMS_dynamicText_Duration| |DMS_dynamicText_FadeTime| |DMS_dynamicText_Title_Size| |DMS_dynamicText_Title_Font| |DMS_dynamicText_Message_Color| |DMS_dynamicText_Message_Size| |DMS_dynamicText_Message_Font| |DMS_standardHint_Title_Size| |DMS_standardHint_Title_Font| |DMS_standardHint_Message_Color| |DMS_standardHint_Message_Size| |DMS_standardHint_Message_Font| |DMS_textTiles_Duration| |DMS_textTiles_FadeTime| |DMS_textTiles_Title_Size| |DMS_textTiles_Title_Font| |DMS_textTiles_Message_Color| |DMS_textTiles_Message_Size| |DMS_textTiles_Message_Font| * "DMS_PlayerNotificationTypes" has been adjusted to include "systemChatRequest" and the brand new "textTilesRequest". **NOTE:** Due to the way "text tiles" work, a player can only have one on his screen at a time. As a result, if another text tile is created while the mission message is up, the message will immediately disappear to display the new text tile. Currently, the "Frag Messages" (the ones that say "Player Kill +100") use text tiles. I don't think it should be a major issue (especially if you use "systemChatRequest", so the player can just scroll up), but if I get reports of it being stupid, I will default to "dynamicTextRequest", which should also look pretty damn nice. * These changes should make it much easier for people to use DMS notification functions for other purposes. * Fixed AI waypoints - the AI should now properly circle the objective at the proper radius. * Tweaked "DMS_AI_WP_Radius_moderate" and "DMS_AI_WP_Radius_difficult" (reduced the radii). Due to the AI pathing fix. * Fixed a couple typos in "DMS_fnc_SpawnAISoldier". "_customGearSet" should work now (although I'm fairly certain nobody uses it since nobody ever complained :P ) * Improved "DMS_fnc_SpawnNonPersistentVehicle"; Vehicles should no longer spawn jumbled up in most cases (like cardealer). Also, it's updated to the latest Exile methods to ensure that vehicles have no nightvision/thermal if configured to do so in Exile configs. Also added the "MPKilled" EH used by Exile for non-persistent (persistent vehicles already had it). * You can now choose whether or not you want to display the poptabs or respect kill messages when killing an AI with "DMS_Show_Kill_Poptabs_Notification" and "DMS_Show_Kill_Respect_Notification". Both are enabled by default. * Fixed typos in the "OnKilled" EH (didn't really affect anything) * Fixed cases when "currentMuzzle" would return a number. Thanks to [azmodii](https://github.com/azmodii) for the reminder. * Optimized the "AI share info" function in "OnKilled"
2015-10-09 00:16:48 +00:00
Readme changes, new debug fnc, fixes, tweaks Created disclaimer for DMS. Now mentioning that HC for DMS isn't that good. Some structure stuff in readme (let's see if it works lol) * **NEW CONFIG VALUE: DMS_Use_Map_Config** * You can now overwrite "main config values" with map-specific config values located in the new "map_configs" folder. This should allow you to use one DMS PBO if you have multiple servers with different maps. Included examples for Altis, Bornholm, Esseker, and Tavi (Taviana). * Because of the above implementation, DMS by default will not include the salt flats blacklist for findSafePos. In addition, it is preconfigured to the hilly terrains in Esseker and Taviana, as well as reducing all of the blacklist distances due to the smaller map size in Esseker. * Created new function "DMS_fnc_DebugLog". All DMS files (that produced debug logs) have been changed, including mission files. However, updating them is not important (and completely pointless if you don't even use DMS_DEBUG). * Fixed a few locations where it said "sized" instead of "seized". Thanks to [icomrade](https://github.com/icomrade) for pointing them out. * DMS now utilizes the "ARMA_LOG" DLL (if it exists) by infiSTAR to produce debug logs (if enabled). All debug logs now also include server uptime (in seconds) and server FPS. * The FSM no longer produces debug logs. * AI Locality manager will now run every minute. * Debug logs for "DMS_fnc_MissionsMonitor" will only output the mission name and the position, instead of all of the parameters. * "DMS_fnc_IsNearWater" will now check the provided position itself for water. * "DMS_fnc_IsValidPosition" will now do a surfaceNormal check within a 5 meter radius of the provided position as well. * "_customGearSet" should now actually work for "DMS_fnc_SpawnAISoldier", and the function title comment has been updated for the slightly tweaked syntax.
2015-10-10 01:35:07 +00:00
___
2016-07-06 00:16:06 +00:00
<br><br>
Readme changes, new debug fnc, fixes, tweaks Created disclaimer for DMS. Now mentioning that HC for DMS isn't that good. Some structure stuff in readme (let's see if it works lol) * **NEW CONFIG VALUE: DMS_Use_Map_Config** * You can now overwrite "main config values" with map-specific config values located in the new "map_configs" folder. This should allow you to use one DMS PBO if you have multiple servers with different maps. Included examples for Altis, Bornholm, Esseker, and Tavi (Taviana). * Because of the above implementation, DMS by default will not include the salt flats blacklist for findSafePos. In addition, it is preconfigured to the hilly terrains in Esseker and Taviana, as well as reducing all of the blacklist distances due to the smaller map size in Esseker. * Created new function "DMS_fnc_DebugLog". All DMS files (that produced debug logs) have been changed, including mission files. However, updating them is not important (and completely pointless if you don't even use DMS_DEBUG). * Fixed a few locations where it said "sized" instead of "seized". Thanks to [icomrade](https://github.com/icomrade) for pointing them out. * DMS now utilizes the "ARMA_LOG" DLL (if it exists) by infiSTAR to produce debug logs (if enabled). All debug logs now also include server uptime (in seconds) and server FPS. * The FSM no longer produces debug logs. * AI Locality manager will now run every minute. * Debug logs for "DMS_fnc_MissionsMonitor" will only output the mission name and the position, instead of all of the parameters. * "DMS_fnc_IsNearWater" will now check the provided position itself for water. * "DMS_fnc_IsValidPosition" will now do a surfaceNormal check within a 5 meter radius of the provided position as well. * "_customGearSet" should now actually work for "DMS_fnc_SpawnAISoldier", and the function title comment has been updated for the slightly tweaked syntax.
2015-10-10 01:35:07 +00:00
# Credits:
Major UI Improvements, Fixes, Improved readme * **NEW CONFIG VALUES**: |DMS_Show_Kill_Poptabs_Notification| |DMS_Show_Kill_Respect_Notification| |DMS_dynamicText_Duration| |DMS_dynamicText_FadeTime| |DMS_dynamicText_Title_Size| |DMS_dynamicText_Title_Font| |DMS_dynamicText_Message_Color| |DMS_dynamicText_Message_Size| |DMS_dynamicText_Message_Font| |DMS_standardHint_Title_Size| |DMS_standardHint_Title_Font| |DMS_standardHint_Message_Color| |DMS_standardHint_Message_Size| |DMS_standardHint_Message_Font| |DMS_textTiles_Duration| |DMS_textTiles_FadeTime| |DMS_textTiles_Title_Size| |DMS_textTiles_Title_Font| |DMS_textTiles_Message_Color| |DMS_textTiles_Message_Size| |DMS_textTiles_Message_Font| * "DMS_PlayerNotificationTypes" has been adjusted to include "systemChatRequest" and the brand new "textTilesRequest". **NOTE:** Due to the way "text tiles" work, a player can only have one on his screen at a time. As a result, if another text tile is created while the mission message is up, the message will immediately disappear to display the new text tile. Currently, the "Frag Messages" (the ones that say "Player Kill +100") use text tiles. I don't think it should be a major issue (especially if you use "systemChatRequest", so the player can just scroll up), but if I get reports of it being stupid, I will default to "dynamicTextRequest", which should also look pretty damn nice. * These changes should make it much easier for people to use DMS notification functions for other purposes. * Fixed AI waypoints - the AI should now properly circle the objective at the proper radius. * Tweaked "DMS_AI_WP_Radius_moderate" and "DMS_AI_WP_Radius_difficult" (reduced the radii). Due to the AI pathing fix. * Fixed a couple typos in "DMS_fnc_SpawnAISoldier". "_customGearSet" should work now (although I'm fairly certain nobody uses it since nobody ever complained :P ) * Improved "DMS_fnc_SpawnNonPersistentVehicle"; Vehicles should no longer spawn jumbled up in most cases (like cardealer). Also, it's updated to the latest Exile methods to ensure that vehicles have no nightvision/thermal if configured to do so in Exile configs. Also added the "MPKilled" EH used by Exile for non-persistent (persistent vehicles already had it). * You can now choose whether or not you want to display the poptabs or respect kill messages when killing an AI with "DMS_Show_Kill_Poptabs_Notification" and "DMS_Show_Kill_Respect_Notification". Both are enabled by default. * Fixed typos in the "OnKilled" EH (didn't really affect anything) * Fixed cases when "currentMuzzle" would return a number. Thanks to [azmodii](https://github.com/azmodii) for the reminder. * Optimized the "AI share info" function in "OnKilled"
2015-10-09 00:16:48 +00:00
### Authors:
- [Defent](https://github.com/Defent) from [NumenaDayZ](http://numenadayz.com/).
- [eraser1](https://github.com/eraser1) from [TrainwreckDayZ](http://www.trainwreckdayz.com/home).
2016-06-07 03:47:15 +00:00
- [secondcoming](https://github.com/secondcoming) from [ExileYorkshire](http://exileyorkshire.co.uk/).
Major UI Improvements, Fixes, Improved readme * **NEW CONFIG VALUES**: |DMS_Show_Kill_Poptabs_Notification| |DMS_Show_Kill_Respect_Notification| |DMS_dynamicText_Duration| |DMS_dynamicText_FadeTime| |DMS_dynamicText_Title_Size| |DMS_dynamicText_Title_Font| |DMS_dynamicText_Message_Color| |DMS_dynamicText_Message_Size| |DMS_dynamicText_Message_Font| |DMS_standardHint_Title_Size| |DMS_standardHint_Title_Font| |DMS_standardHint_Message_Color| |DMS_standardHint_Message_Size| |DMS_standardHint_Message_Font| |DMS_textTiles_Duration| |DMS_textTiles_FadeTime| |DMS_textTiles_Title_Size| |DMS_textTiles_Title_Font| |DMS_textTiles_Message_Color| |DMS_textTiles_Message_Size| |DMS_textTiles_Message_Font| * "DMS_PlayerNotificationTypes" has been adjusted to include "systemChatRequest" and the brand new "textTilesRequest". **NOTE:** Due to the way "text tiles" work, a player can only have one on his screen at a time. As a result, if another text tile is created while the mission message is up, the message will immediately disappear to display the new text tile. Currently, the "Frag Messages" (the ones that say "Player Kill +100") use text tiles. I don't think it should be a major issue (especially if you use "systemChatRequest", so the player can just scroll up), but if I get reports of it being stupid, I will default to "dynamicTextRequest", which should also look pretty damn nice. * These changes should make it much easier for people to use DMS notification functions for other purposes. * Fixed AI waypoints - the AI should now properly circle the objective at the proper radius. * Tweaked "DMS_AI_WP_Radius_moderate" and "DMS_AI_WP_Radius_difficult" (reduced the radii). Due to the AI pathing fix. * Fixed a couple typos in "DMS_fnc_SpawnAISoldier". "_customGearSet" should work now (although I'm fairly certain nobody uses it since nobody ever complained :P ) * Improved "DMS_fnc_SpawnNonPersistentVehicle"; Vehicles should no longer spawn jumbled up in most cases (like cardealer). Also, it's updated to the latest Exile methods to ensure that vehicles have no nightvision/thermal if configured to do so in Exile configs. Also added the "MPKilled" EH used by Exile for non-persistent (persistent vehicles already had it). * You can now choose whether or not you want to display the poptabs or respect kill messages when killing an AI with "DMS_Show_Kill_Poptabs_Notification" and "DMS_Show_Kill_Respect_Notification". Both are enabled by default. * Fixed typos in the "OnKilled" EH (didn't really affect anything) * Fixed cases when "currentMuzzle" would return a number. Thanks to [azmodii](https://github.com/azmodii) for the reminder. * Optimized the "AI share info" function in "OnKilled"
2015-10-09 00:16:48 +00:00
I know... it's been over a week... gimme a break #### October 17, 2015 (2:30 PM CST-America): * **NEW CONFIG VALUES**: |DMS_TimeToFirstMission| |DMS_ShowDifficultyColorLegend| |DMS_TerritoryNearBlacklist| |DMS_MinSurfaceNormal| (Used to be DMS_MaxSurfaceNormal, simply renamed) |DMS_ai_launchers_per_group| * **UPDATING ALL OF YOUR MISSION FILES IS HIGHLY RECOMMENDED UNLESS YOU KNOW WHAT YOU'RE DOING** * RENAMED "DMS_MaxSurfaceNormal" to "DMS_MinSurfaceNormal". I must have been very tired when I named it... * DMS_MinSurfaceNormal is now 0.9 by default, but will be 0.95 for Altis and Bornholm (since they're relatively large/flat maps). Esseker is still 0.85. If you want to convert DMS_MinSurfaceNormal to degrees, you would take the arc-cosine of the surfaceNormal, and that will give you the degrees from horizontal. For example, arccos(0.9) is about 25 degrees. Google: "arccos(0.9) in degrees" * Tweaked and rebalanced "DMS_BanditMissionTypes". Most of the spawn chances are the same, they're just reduced in order to prevent the creation of arrays that are far larger than they need to be. * You can now manually define how long it takes for the first mission to spawn after a restart. * DMS will now by default create markers on the bottom left of the map to show which colors correspond to which difficulty. It isn't very pretty, but it gets the point across. * DMS will now manually calculate the center of the map and its radius, if it isn't preconfigured by DMS. * You can now specify the vehicles to spawn for missions: "bandits", "cardealer", "construction", "donthasslethehoff", and "thieves". * You can now specify the spawning location of any mission (and whether or not to use an alternative location if the provided location is invalid). This will allow for easy integration of DMS into admin tools. * Added support for scripts to be executed on mission completion or mission failure (this will allow you to have "multi-part" missions, where you would simply spawn the next part of the mission if the previous is completed). * Restructured DMS_DEBUG from the previous patch in favor of a more "optimized" method. * DMS_fnc_findSafePos is completely overhauled; DMS no longer uses "BIS_fnc_findSafePos". It also now throttles minSurfaceNormal on repeated failure. You can now determine whether or not the mission should spawn on water (however, I don't suggest you use this function for water spawns yet). * You can also now define a minimum distance from other territories for missions. * DMS_fnc_IsValidPosition will now check for water depth if the provided position is meant to be checked as a "water spawn". It will now also check for nearby missions from A3XAI or VEMF (untested). * DMS_fnc_IsValidPosition now checks whether or not the position is outside of the map borders. * DMS_fnc_SelectOffsetPos will now return the 3rd element of the provided position as-is. * You can now have multiple AI within a group with a launcher. * AI now have a 5-second godmode after spawning. * You can now spawn a crate using ASL pos. DMS_fnc_SpawnCrate will also make sure that the provided classname is valid. * Just like SpawnCrate, "DMS_fnc_SpawnNonPersistentVehicle" and "DMS_fnc_SpawnPersistentVehicle" will now make sure that the provided classname is valid. * "DMS_fnc_SpawnPersistentVehicle" now supports ASL spawning. * Added support for [Rod Serling's](https://github.com/Rod-Serling) AVS. * General optimization.
2015-10-17 19:39:07 +00:00
Major UI Improvements, Fixes, Improved readme * **NEW CONFIG VALUES**: |DMS_Show_Kill_Poptabs_Notification| |DMS_Show_Kill_Respect_Notification| |DMS_dynamicText_Duration| |DMS_dynamicText_FadeTime| |DMS_dynamicText_Title_Size| |DMS_dynamicText_Title_Font| |DMS_dynamicText_Message_Color| |DMS_dynamicText_Message_Size| |DMS_dynamicText_Message_Font| |DMS_standardHint_Title_Size| |DMS_standardHint_Title_Font| |DMS_standardHint_Message_Color| |DMS_standardHint_Message_Size| |DMS_standardHint_Message_Font| |DMS_textTiles_Duration| |DMS_textTiles_FadeTime| |DMS_textTiles_Title_Size| |DMS_textTiles_Title_Font| |DMS_textTiles_Message_Color| |DMS_textTiles_Message_Size| |DMS_textTiles_Message_Font| * "DMS_PlayerNotificationTypes" has been adjusted to include "systemChatRequest" and the brand new "textTilesRequest". **NOTE:** Due to the way "text tiles" work, a player can only have one on his screen at a time. As a result, if another text tile is created while the mission message is up, the message will immediately disappear to display the new text tile. Currently, the "Frag Messages" (the ones that say "Player Kill +100") use text tiles. I don't think it should be a major issue (especially if you use "systemChatRequest", so the player can just scroll up), but if I get reports of it being stupid, I will default to "dynamicTextRequest", which should also look pretty damn nice. * These changes should make it much easier for people to use DMS notification functions for other purposes. * Fixed AI waypoints - the AI should now properly circle the objective at the proper radius. * Tweaked "DMS_AI_WP_Radius_moderate" and "DMS_AI_WP_Radius_difficult" (reduced the radii). Due to the AI pathing fix. * Fixed a couple typos in "DMS_fnc_SpawnAISoldier". "_customGearSet" should work now (although I'm fairly certain nobody uses it since nobody ever complained :P ) * Improved "DMS_fnc_SpawnNonPersistentVehicle"; Vehicles should no longer spawn jumbled up in most cases (like cardealer). Also, it's updated to the latest Exile methods to ensure that vehicles have no nightvision/thermal if configured to do so in Exile configs. Also added the "MPKilled" EH used by Exile for non-persistent (persistent vehicles already had it). * You can now choose whether or not you want to display the poptabs or respect kill messages when killing an AI with "DMS_Show_Kill_Poptabs_Notification" and "DMS_Show_Kill_Respect_Notification". Both are enabled by default. * Fixed typos in the "OnKilled" EH (didn't really affect anything) * Fixed cases when "currentMuzzle" would return a number. Thanks to [azmodii](https://github.com/azmodii) for the reminder. * Optimized the "AI share info" function in "OnKilled"
2015-10-09 00:16:48 +00:00
### Thanks:
2015-09-05 04:20:04 +00:00
- [Zupa](https://github.com/Windmolders) for suggestions and coding help.
2015-09-06 06:50:18 +00:00
- [Nawuko](https://github.com/Nawuko) for catching a silly mistake :P
2015-09-05 04:20:04 +00:00
- [shaworth](https://github.com/shaworth) and [KawaiiPotato](https://github.com/KawaiiPotato) for making the README all nice and pretty :)
2015-09-24 18:54:57 +00:00
- [maca134](http://maca134.co.uk/portfolio/m3editor-arma-3-map-editor/) for M3Editor Stuff
Static Missions! And MORE! * ** NEW CONFIG VALUES: |DMS_MaxStaticMissions| |DMS_TimeToFirstStaticMission| |DMS_TimeBetweenStaticMissions| |DMS_StaticMissionTimeOut| |DMS_StaticMissionTimeoutResetRange| |DMS_StaticMinPlayerDistance| |DMS_UsePredefinedMissionLocations| |DMS_PredefinedMissionLocations| |DMS_MinDistFromWestBorder| |DMS_MinDistFromEastBorder| |DMS_MinDistFromSouthBorder| |DMS_MinDistFromNorthBorder| |DMS_StaticMissionTypes| ** * Added new value "DMS_Version". * ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG"; donthasslethehoff, mercbase, and testmission have been updated with the new names** * DMS will now check to make sure that marker colors passed to fn_CreateMarker are valid marker colors. * You can now control how far away from each border a mission will spawn (each border is separate: west, east, south, north). All "supported" maps have config values adjusted in "map_configs". * New salt flats base by [Darth Rogue from SOA](http://soldiersofanarchy.net/). * **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is currently the only static mission for Altis ONLY. However, it shouldn't be too difficult to export it to other maps (once positions have been adjusted). ** * Fixed a couple of outdated/inaccurate function documentation comments. * **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT. YESSSSS** * Fixed fn_CleanUp producing debug logs even with debug disabled. * Fixed the CleanUp list not Cleaning Up after itself (hah!). * Added diag_tickTime and DMS_Version to debug logs. * You can now define a custom function for DMS_FillCrate. It will be passed params from _lootValues select 0. ** I haven't tested this at all. Just keep that in mind ;) ** * You can now manually define mission spawning locations into an array, and that array will be used to find a location. Each location will still be checked for validity, and if no valid positions are found from the list, a random one is then generated using the normal method. ** I didn't test this part at all either :P ** * fn_FindSafePos should be even more efficient now, and even more controllable. * Quite a few new functions; most notably: fn_GroupReinforcementsManager * fn_GroupReinforcementsManager is used by static missions to provide reinforcements for AI once they fall below a certain threshold (and/or any other parameters you provide). Make sure to check out the function documentation and give any suggestions for new reinforcement types! * New function "DMS_fnc_ImportFromM3E_Static" will simply import a base from the provided file (under static). No conversion to relative position or anything. Simply spawning, positioning, and disabling simulation. * Removed the check for being outside map edges from fn_isValidPosition. * "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
- [Darth Rogue from SOA](http://soldiersofanarchy.net/) for the awesome base for the first DMS static mission :D
2016-03-25 23:09:41 +00:00
- [William from Refugees of the Fallen](http://rtfgaming.com/) for the amazing slums static mission base and ideas :)
2016-02-17 23:58:05 +00:00
- [DONKEYPUNCH](https://github.com/donkeypunchepoch) for everything on the [February 17th 2016 commit](https://github.com/Defent/DMS_Exile#february-17-2016-600-pm-cst-america) ;)
Major UI Improvements, Fixes, Improved readme * **NEW CONFIG VALUES**: |DMS_Show_Kill_Poptabs_Notification| |DMS_Show_Kill_Respect_Notification| |DMS_dynamicText_Duration| |DMS_dynamicText_FadeTime| |DMS_dynamicText_Title_Size| |DMS_dynamicText_Title_Font| |DMS_dynamicText_Message_Color| |DMS_dynamicText_Message_Size| |DMS_dynamicText_Message_Font| |DMS_standardHint_Title_Size| |DMS_standardHint_Title_Font| |DMS_standardHint_Message_Color| |DMS_standardHint_Message_Size| |DMS_standardHint_Message_Font| |DMS_textTiles_Duration| |DMS_textTiles_FadeTime| |DMS_textTiles_Title_Size| |DMS_textTiles_Title_Font| |DMS_textTiles_Message_Color| |DMS_textTiles_Message_Size| |DMS_textTiles_Message_Font| * "DMS_PlayerNotificationTypes" has been adjusted to include "systemChatRequest" and the brand new "textTilesRequest". **NOTE:** Due to the way "text tiles" work, a player can only have one on his screen at a time. As a result, if another text tile is created while the mission message is up, the message will immediately disappear to display the new text tile. Currently, the "Frag Messages" (the ones that say "Player Kill +100") use text tiles. I don't think it should be a major issue (especially if you use "systemChatRequest", so the player can just scroll up), but if I get reports of it being stupid, I will default to "dynamicTextRequest", which should also look pretty damn nice. * These changes should make it much easier for people to use DMS notification functions for other purposes. * Fixed AI waypoints - the AI should now properly circle the objective at the proper radius. * Tweaked "DMS_AI_WP_Radius_moderate" and "DMS_AI_WP_Radius_difficult" (reduced the radii). Due to the AI pathing fix. * Fixed a couple typos in "DMS_fnc_SpawnAISoldier". "_customGearSet" should work now (although I'm fairly certain nobody uses it since nobody ever complained :P ) * Improved "DMS_fnc_SpawnNonPersistentVehicle"; Vehicles should no longer spawn jumbled up in most cases (like cardealer). Also, it's updated to the latest Exile methods to ensure that vehicles have no nightvision/thermal if configured to do so in Exile configs. Also added the "MPKilled" EH used by Exile for non-persistent (persistent vehicles already had it). * You can now choose whether or not you want to display the poptabs or respect kill messages when killing an AI with "DMS_Show_Kill_Poptabs_Notification" and "DMS_Show_Kill_Respect_Notification". Both are enabled by default. * Fixed typos in the "OnKilled" EH (didn't really affect anything) * Fixed cases when "currentMuzzle" would return a number. Thanks to [azmodii](https://github.com/azmodii) for the reminder. * Optimized the "AI share info" function in "OnKilled"
2015-10-09 00:16:48 +00:00
- Everbody's feedback on [the DMS thread on exile forums](http://www.exilemod.com/topic/61-dms-defents-mission-system/?do=findComment&comment=242)
2015-09-05 04:20:04 +00:00
2016-01-07 00:38:55 +00:00
#### Testers/Reporters:
2016-03-25 23:09:41 +00:00
- [William from Refugees of the Fallen](http://rtfgaming.com/)
2016-01-07 00:38:55 +00:00
- [JamieKG from Eternal Gamer](http://eternal-gamer.com/)
- [Valthos from The Altis Project](https://www.thealtisproject.co.uk/)
- [Flowrider from Optimum Gaming](http://www.optimum-multigaming.com/)
- [CEN from ATD Gaming](http://atdgaming.com/)
Readme changes, new debug fnc, fixes, tweaks Created disclaimer for DMS. Now mentioning that HC for DMS isn't that good. Some structure stuff in readme (let's see if it works lol) * **NEW CONFIG VALUE: DMS_Use_Map_Config** * You can now overwrite "main config values" with map-specific config values located in the new "map_configs" folder. This should allow you to use one DMS PBO if you have multiple servers with different maps. Included examples for Altis, Bornholm, Esseker, and Tavi (Taviana). * Because of the above implementation, DMS by default will not include the salt flats blacklist for findSafePos. In addition, it is preconfigured to the hilly terrains in Esseker and Taviana, as well as reducing all of the blacklist distances due to the smaller map size in Esseker. * Created new function "DMS_fnc_DebugLog". All DMS files (that produced debug logs) have been changed, including mission files. However, updating them is not important (and completely pointless if you don't even use DMS_DEBUG). * Fixed a few locations where it said "sized" instead of "seized". Thanks to [icomrade](https://github.com/icomrade) for pointing them out. * DMS now utilizes the "ARMA_LOG" DLL (if it exists) by infiSTAR to produce debug logs (if enabled). All debug logs now also include server uptime (in seconds) and server FPS. * The FSM no longer produces debug logs. * AI Locality manager will now run every minute. * Debug logs for "DMS_fnc_MissionsMonitor" will only output the mission name and the position, instead of all of the parameters. * "DMS_fnc_IsNearWater" will now check the provided position itself for water. * "DMS_fnc_IsValidPosition" will now do a surfaceNormal check within a 5 meter radius of the provided position as well. * "_customGearSet" should now actually work for "DMS_fnc_SpawnAISoldier", and the function title comment has been updated for the slightly tweaked syntax.
2015-10-10 01:35:07 +00:00
___
2016-07-06 00:16:06 +00:00
<br><br><br>
Readme changes, new debug fnc, fixes, tweaks Created disclaimer for DMS. Now mentioning that HC for DMS isn't that good. Some structure stuff in readme (let's see if it works lol) * **NEW CONFIG VALUE: DMS_Use_Map_Config** * You can now overwrite "main config values" with map-specific config values located in the new "map_configs" folder. This should allow you to use one DMS PBO if you have multiple servers with different maps. Included examples for Altis, Bornholm, Esseker, and Tavi (Taviana). * Because of the above implementation, DMS by default will not include the salt flats blacklist for findSafePos. In addition, it is preconfigured to the hilly terrains in Esseker and Taviana, as well as reducing all of the blacklist distances due to the smaller map size in Esseker. * Created new function "DMS_fnc_DebugLog". All DMS files (that produced debug logs) have been changed, including mission files. However, updating them is not important (and completely pointless if you don't even use DMS_DEBUG). * Fixed a few locations where it said "sized" instead of "seized". Thanks to [icomrade](https://github.com/icomrade) for pointing them out. * DMS now utilizes the "ARMA_LOG" DLL (if it exists) by infiSTAR to produce debug logs (if enabled). All debug logs now also include server uptime (in seconds) and server FPS. * The FSM no longer produces debug logs. * AI Locality manager will now run every minute. * Debug logs for "DMS_fnc_MissionsMonitor" will only output the mission name and the position, instead of all of the parameters. * "DMS_fnc_IsNearWater" will now check the provided position itself for water. * "DMS_fnc_IsValidPosition" will now do a surfaceNormal check within a 5 meter radius of the provided position as well. * "_customGearSet" should now actually work for "DMS_fnc_SpawnAISoldier", and the function title comment has been updated for the slightly tweaked syntax.
2015-10-10 01:35:07 +00:00
2015-10-17 20:28:34 +00:00
# Roadmap:
2016-07-22 21:04:03 +00:00
### Zombies are NOT SUPPORTED by DMS, nor do we ever plan to support zombies within DMS.
2015-10-17 20:28:34 +00:00
#### Convoy Mission:
* Regularly update marker position.
* Implement function(s) for AI pathing.
2015-10-17 20:30:41 +00:00
2016-07-22 21:04:03 +00:00
#### Dynamic Underwater Missions
2015-10-17 20:30:41 +00:00
2015-10-17 20:28:34 +00:00
#### Dynamic/Ambient AI Spawning
* Spawn AI that are meant to "hunt" individual players.
* Air/Land AI Vehicle Patrols
2015-10-17 20:30:41 +00:00
Merry Xmas :D * **NEW CONFIG VALUES:** DMS_SpawnFlareOnReinforcements DMS_MissionMarkerWinDot_Type DMS_MissionMarkerLoseDot_Type DMS_EnableBoxMoving DMS_BasesToImportOnServerStart DMS_AI_Classname DMS_AI_AimCoef_easy DMS_AI_AimCoef_moderate DMS_AI_AimCoef_difficult DMS_AI_AimCoef_hardcore DMS_AI_EnableStamina_easy DMS_AI_EnableStamina_moderate DMS_AI_EnableStamina_difficult DMS_AI_EnableStamina_hardcore DMS_AI_destroyStaticWeapon DMS_AI_destroyStaticWeapon_chance DMS_ai_SupportedRandomClasses DMS_random_non_assault_AI DMS_random_non_MG_AI DMS_random_non_sniper_AI * Please check out the new config values in config.sqf to see what they do :) * Fixed issue with "thieves" mission (and DMS-spawned persistent vehicles in general). Big thank you to [JamieKG from Eternal Gamer](http://eternal-gamer.com/) and Torndeco. * **New static mission: "slums"** * Credit for the base goes to [William from Refugees of the Fallen](http://refugeesofthefallen.enjin.com/) * Spawns 2 crates at 2 different locations from a list of 5 locations. * No AI vehicles, only infantry (introduces Close Quarters Combat) * Added to Altis by default. * Static bases can now be imported on server startup instead of mission spawns. Enabled by default for saltflats and slums. * Increased "DMS_MissionTimeoutResetRange" from 1000 to 1500. * Removed the Navid from config (MG AI and box weapons). * Edited panthera3_config to reduce SpawnZoneNear and TraderZoneNear blacklists. * Edited "blackhawkdown" and "donthasslethehoff" missions to use a slightly different heli wreck classname. * Increased marker circle diameter for saltflats mission to 750 meters. * Moved "DMS_Version" variable assignment to pre-init. * Moved Map Center and Map Radius assignments to post-init. * Added support for 2 new optional parameters: _onMonitorStart and _onMonitorEnd, run before and after the Mission Monitor checks the mission, but AFTER "Mission Success State" is checked. * Mines should now be deleted when a mission fails. * Script optimizations for almost all functions using new command(s) introduced in ArmA v1.54, as well as improved technique(s). * "ExileServer_system_garbageCollector_deleteObject" is now used to actually delete items by DMS_fnc_CleanUp. * AI and vehicle cleanup should now be completely handled by Exile. * Added support for mARMA logging. * **You can now disable the movement/lifting of loot crates after the mission is complete using "DMS_EnableBoxMoving".** * Added some debug code to DMS_fnc_FindSafePos and DMS_fnc_IsValidPosition (commented out by default) * New group reinforcement type "increasing_difficulty". * DMS_fnc_IsNearWater now checks for invalid parameter(s). * DMS_fnc_PlayerAwardOnAIKill now checks for roadkill values AFTER unit-defined respect/tabs. * You can now define different marker types for mission completion/failure using "DMS_MissionMarkerWinDot_Type" and "DMS_MissionMarkerLoseDot_Type" respectively. * "DMS_fnc_SetGroupBehavior" can now take a unit as parameter as well. It will also now return true if behavior was changed, false otherwise. * "DMS_fnc_SpawnAIGroup" and "DMS_fnc_SpawnAIGroup_MultiPos" now supports the definition of custom gear sets. * Improved function documentation for "DMS_fnc_SpawnAIGroup", "DMS_fnc_SpawnAIGroup_MultiPos", and "DMS_fnc_SpawnAISoldier". * "DMS_fnc_SpawnAISoldier" now supports multiple different random AI class presets. This means that you can define a certain "random" class preset, but have it select from a specially defined list that excludes classes that you don't want. * Added default values to certain "missionNameSpace getVariable"s in DMS_fnc_SpawnAISoldier to prevent script errors in the event of invalid definitions. * Slight logic tweak/fix to DMS_fnc_TargetsKilled (it shouldn't throw errors when there aren't any).
2015-12-24 19:45:20 +00:00
#### Random community ideas:
2016-02-17 23:58:05 +00:00
* Spawning in a trader on mission completion ([Trillseeker82](http://www.exilemod.com/topic/61-dms-defents-mission-system/?do=findComment&comment=43932)). This might be done after the next Exile update due to the trader system overhaul :)
Merry Xmas :D * **NEW CONFIG VALUES:** DMS_SpawnFlareOnReinforcements DMS_MissionMarkerWinDot_Type DMS_MissionMarkerLoseDot_Type DMS_EnableBoxMoving DMS_BasesToImportOnServerStart DMS_AI_Classname DMS_AI_AimCoef_easy DMS_AI_AimCoef_moderate DMS_AI_AimCoef_difficult DMS_AI_AimCoef_hardcore DMS_AI_EnableStamina_easy DMS_AI_EnableStamina_moderate DMS_AI_EnableStamina_difficult DMS_AI_EnableStamina_hardcore DMS_AI_destroyStaticWeapon DMS_AI_destroyStaticWeapon_chance DMS_ai_SupportedRandomClasses DMS_random_non_assault_AI DMS_random_non_MG_AI DMS_random_non_sniper_AI * Please check out the new config values in config.sqf to see what they do :) * Fixed issue with "thieves" mission (and DMS-spawned persistent vehicles in general). Big thank you to [JamieKG from Eternal Gamer](http://eternal-gamer.com/) and Torndeco. * **New static mission: "slums"** * Credit for the base goes to [William from Refugees of the Fallen](http://refugeesofthefallen.enjin.com/) * Spawns 2 crates at 2 different locations from a list of 5 locations. * No AI vehicles, only infantry (introduces Close Quarters Combat) * Added to Altis by default. * Static bases can now be imported on server startup instead of mission spawns. Enabled by default for saltflats and slums. * Increased "DMS_MissionTimeoutResetRange" from 1000 to 1500. * Removed the Navid from config (MG AI and box weapons). * Edited panthera3_config to reduce SpawnZoneNear and TraderZoneNear blacklists. * Edited "blackhawkdown" and "donthasslethehoff" missions to use a slightly different heli wreck classname. * Increased marker circle diameter for saltflats mission to 750 meters. * Moved "DMS_Version" variable assignment to pre-init. * Moved Map Center and Map Radius assignments to post-init. * Added support for 2 new optional parameters: _onMonitorStart and _onMonitorEnd, run before and after the Mission Monitor checks the mission, but AFTER "Mission Success State" is checked. * Mines should now be deleted when a mission fails. * Script optimizations for almost all functions using new command(s) introduced in ArmA v1.54, as well as improved technique(s). * "ExileServer_system_garbageCollector_deleteObject" is now used to actually delete items by DMS_fnc_CleanUp. * AI and vehicle cleanup should now be completely handled by Exile. * Added support for mARMA logging. * **You can now disable the movement/lifting of loot crates after the mission is complete using "DMS_EnableBoxMoving".** * Added some debug code to DMS_fnc_FindSafePos and DMS_fnc_IsValidPosition (commented out by default) * New group reinforcement type "increasing_difficulty". * DMS_fnc_IsNearWater now checks for invalid parameter(s). * DMS_fnc_PlayerAwardOnAIKill now checks for roadkill values AFTER unit-defined respect/tabs. * You can now define different marker types for mission completion/failure using "DMS_MissionMarkerWinDot_Type" and "DMS_MissionMarkerLoseDot_Type" respectively. * "DMS_fnc_SetGroupBehavior" can now take a unit as parameter as well. It will also now return true if behavior was changed, false otherwise. * "DMS_fnc_SpawnAIGroup" and "DMS_fnc_SpawnAIGroup_MultiPos" now supports the definition of custom gear sets. * Improved function documentation for "DMS_fnc_SpawnAIGroup", "DMS_fnc_SpawnAIGroup_MultiPos", and "DMS_fnc_SpawnAISoldier". * "DMS_fnc_SpawnAISoldier" now supports multiple different random AI class presets. This means that you can define a certain "random" class preset, but have it select from a specially defined list that excludes classes that you don't want. * Added default values to certain "missionNameSpace getVariable"s in DMS_fnc_SpawnAISoldier to prevent script errors in the event of invalid definitions. * Slight logic tweak/fix to DMS_fnc_TargetsKilled (it shouldn't throw errors when there aren't any).
2015-12-24 19:45:20 +00:00
Static Missions! And MORE! * ** NEW CONFIG VALUES: |DMS_MaxStaticMissions| |DMS_TimeToFirstStaticMission| |DMS_TimeBetweenStaticMissions| |DMS_StaticMissionTimeOut| |DMS_StaticMissionTimeoutResetRange| |DMS_StaticMinPlayerDistance| |DMS_UsePredefinedMissionLocations| |DMS_PredefinedMissionLocations| |DMS_MinDistFromWestBorder| |DMS_MinDistFromEastBorder| |DMS_MinDistFromSouthBorder| |DMS_MinDistFromNorthBorder| |DMS_StaticMissionTypes| ** * Added new value "DMS_Version". * ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG"; donthasslethehoff, mercbase, and testmission have been updated with the new names** * DMS will now check to make sure that marker colors passed to fn_CreateMarker are valid marker colors. * You can now control how far away from each border a mission will spawn (each border is separate: west, east, south, north). All "supported" maps have config values adjusted in "map_configs". * New salt flats base by [Darth Rogue from SOA](http://soldiersofanarchy.net/). * **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is currently the only static mission for Altis ONLY. However, it shouldn't be too difficult to export it to other maps (once positions have been adjusted). ** * Fixed a couple of outdated/inaccurate function documentation comments. * **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT. YESSSSS** * Fixed fn_CleanUp producing debug logs even with debug disabled. * Fixed the CleanUp list not Cleaning Up after itself (hah!). * Added diag_tickTime and DMS_Version to debug logs. * You can now define a custom function for DMS_FillCrate. It will be passed params from _lootValues select 0. ** I haven't tested this at all. Just keep that in mind ;) ** * You can now manually define mission spawning locations into an array, and that array will be used to find a location. Each location will still be checked for validity, and if no valid positions are found from the list, a random one is then generated using the normal method. ** I didn't test this part at all either :P ** * fn_FindSafePos should be even more efficient now, and even more controllable. * Quite a few new functions; most notably: fn_GroupReinforcementsManager * fn_GroupReinforcementsManager is used by static missions to provide reinforcements for AI once they fall below a certain threshold (and/or any other parameters you provide). Make sure to check out the function documentation and give any suggestions for new reinforcement types! * New function "DMS_fnc_ImportFromM3E_Static" will simply import a base from the provided file (under static). No conversion to relative position or anything. Simply spawning, positioning, and disabling simulation. * Removed the check for being outside map edges from fn_isValidPosition. * "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
#### Full Headless Client Support.
2016-05-22 05:05:16 +00:00
* AI will still be offloaded to clients (ideally); strictly DMS functions will be handled by the HC.
Static Missions! And MORE! * ** NEW CONFIG VALUES: |DMS_MaxStaticMissions| |DMS_TimeToFirstStaticMission| |DMS_TimeBetweenStaticMissions| |DMS_StaticMissionTimeOut| |DMS_StaticMissionTimeoutResetRange| |DMS_StaticMinPlayerDistance| |DMS_UsePredefinedMissionLocations| |DMS_PredefinedMissionLocations| |DMS_MinDistFromWestBorder| |DMS_MinDistFromEastBorder| |DMS_MinDistFromSouthBorder| |DMS_MinDistFromNorthBorder| |DMS_StaticMissionTypes| ** * Added new value "DMS_Version". * ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG"; donthasslethehoff, mercbase, and testmission have been updated with the new names** * DMS will now check to make sure that marker colors passed to fn_CreateMarker are valid marker colors. * You can now control how far away from each border a mission will spawn (each border is separate: west, east, south, north). All "supported" maps have config values adjusted in "map_configs". * New salt flats base by [Darth Rogue from SOA](http://soldiersofanarchy.net/). * **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is currently the only static mission for Altis ONLY. However, it shouldn't be too difficult to export it to other maps (once positions have been adjusted). ** * Fixed a couple of outdated/inaccurate function documentation comments. * **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT. YESSSSS** * Fixed fn_CleanUp producing debug logs even with debug disabled. * Fixed the CleanUp list not Cleaning Up after itself (hah!). * Added diag_tickTime and DMS_Version to debug logs. * You can now define a custom function for DMS_FillCrate. It will be passed params from _lootValues select 0. ** I haven't tested this at all. Just keep that in mind ;) ** * You can now manually define mission spawning locations into an array, and that array will be used to find a location. Each location will still be checked for validity, and if no valid positions are found from the list, a random one is then generated using the normal method. ** I didn't test this part at all either :P ** * fn_FindSafePos should be even more efficient now, and even more controllable. * Quite a few new functions; most notably: fn_GroupReinforcementsManager * fn_GroupReinforcementsManager is used by static missions to provide reinforcements for AI once they fall below a certain threshold (and/or any other parameters you provide). Make sure to check out the function documentation and give any suggestions for new reinforcement types! * New function "DMS_fnc_ImportFromM3E_Static" will simply import a base from the provided file (under static). No conversion to relative position or anything. Simply spawning, positioning, and disabling simulation. * Removed the check for being outside map edges from fn_isValidPosition. * "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
2015-10-17 20:30:41 +00:00
2015-10-17 20:28:34 +00:00
___
2016-07-06 00:16:06 +00:00
<br><br><br>
2015-10-17 20:28:34 +00:00
2016-07-12 16:46:58 +00:00
# Changelog:
2016-07-19 15:07:05 +00:00
https://github.com/Defent/DMS_Exile/wiki/Changelog