DMS_Exile/README.md

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# Instructions
See also: http://www.exilemod.com/forums/topic/dms-defents-mission-system/#post-10434
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## To install:
Put the pre-packed PBO in your ```@ExileServer\addons\``` directory. It should be alongside ```exile_server``` and ```exile_server_config```.
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### NOTE: It is heavily suggested that you use [The Unofficial Exile v0.9.19 SP3](http://www.exilemod.com/forums/topic/exile-server-0-9-19-rse-sp3-unofficial-download-here/) with DMS, as it will resolve several issues.
If you are using infiSTAR and want to keep ```_CGM = true;```, then set ```_UMW = true;```, and add ```DMS_MissionMarkerCircle```, ```DMS_MissionMarkerDot``` to ```_aLocalM```,
so your ```_aLocalM``` would look like:
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```
_aLocalM = ["DMS_MissionMarkerCircle","DMS_MissionMarkerDot"];
```
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## IF YOU ARE UPDATING YOUR DMS FROM BEFORE THE 5th OF SEPTEMBER, PLEASE READ BELOW:
The crate loot system has undergone an improvement. You can now define loot values for different crates for the same mission, or none at all!
HOWEVER: This requires you to change the organization of the crate in the mission.
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Previously, _missionObjs was defined with the format:
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```
[
[_cleanupObj1,_cleanupObj2,...,_cleanupObjX],
[_crate,_vehicle1,_vehicle2,...,_vehicleX],
_crate_loot_values
]
```
Now you must define it as:
```
[
[_cleanupObj1,_cleanupObj2,...,_cleanupObjX],
[_vehicle1,_vehicle2,...,_vehicleX],
[
[_crate1,_crate_loot_values1],
[_crate2,_crate_loot_values2]
]
]
```
Please refer to the current default missions if you are unsure. The Bauhaus truck mission shows an example of spawning 2 crates.
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## Optional:
### To modify the config:
* Download the a3_dms folder
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* Edit the config.sqf to your preferences.
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* Pack the a3_dms folder with a PBO tool (**PBO Manager**, Eliteness, or Arma 3 Tools suite)
* Follow the "To install:" steps using the PBO you just created instead of the pre-packed one.
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### ~~HEADLESS CLIENT:~~
![Warning](https://upload.wikimedia.org/wikipedia/commons/thumb/d/dd/Achtung.svg/200px-Achtung.svg.png)
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**Headless Client is currently broken in ArmA as of the 4th of September, do not use it as it WILL crash your server.**
~~Add this code to the TOP of your initPlayerLocal.sqf~~
```
if (!hasInterface && !isServer) then
{
1 spawn
{
waitUntil {player==player};
DMS_HC_Object = player;
publicVariableServer "DMS_HC_Object";
};
};
```
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#### Thanks:
- [Defent](https://github.com/Defent) for creating Defent's Mission System.
- [eraser1](https://github.com/eraser1) for his constant codebase improvments.
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- [Zupa](https://github.com/Windmolders) for suggestions and coding help.
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- [Nawuko](https://github.com/Nawuko) for catching a silly mistake :P
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- [shaworth](https://github.com/shaworth) and [KawaiiPotato](https://github.com/KawaiiPotato) for making the README all nice and pretty :)
- Everbody's feedback on [the DMS thread on exile forums](http://www.exilemod.com/forums/topic/dms-defents-mission-system/#post-10353)
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## Changelog:
#### September 8, 2015 (11:00 PM CST-America):
* AI Bodies should now be properly cleaned when run over (if configured to do so with ```DMS_remove_roadkill``` and ```DMS_remove_roadkill_chance```).
* Added config option ```DMS_credit_roadkill```. If set to true, players will get poptabs/respect for running over AI. Default: false.
* Fixed giving poptabs/respect for killing AI from vehicles. Passengers and mounted gunners should properly receive poptabs/respect when they kill AI.
* Launchers should now be reliably removed from AI bodies that have them.
#### September 7, 2015 (7:00 PM CST-America):
* AI bodies should now be cleared if configured to do so with "DMS_clear_AI_body" and "DMS_clear_AI_body_chance".
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#### September 5, 2015 (1:00 AM CST-America):
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* Created new function "DMS_fnc_IsPlayerNearby" to replace "ExileServer_util_position_isPlayerNearby".
* Fix IR Strobes spawning inside the crate and not appearing.
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#### September 4, 2015 (11:20 PM CST-America):
* Improved crate handling by DMS. You can now spawn multiple crates with different loot, or simply no crates at all. (REQUIRES FILE CHANGES FOR EACH MISSION)
* Accounted for case sensitivity in switch-do statements for SpawnAISolder.
* Decreased default amount of money/respect gain on AI kills (Used to be 100 poptabs and 25 respect, it is now 50 poptabs and 10 respect)
* Define functions in config.cpp. This resulted in ALL FILES being changed to some degree.
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* Fixed spawning Binocs and Rangefinders/Designators on AI.