####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.
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/).
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.
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.
<arel="license"href="http://creativecommons.org/licenses/by-nc-sa/4.0/"><imgalt="Creative Commons License"style="border-width:0"src="https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png"/></a><br/><spanxmlns:dct="http://purl.org/dc/terms/"property="dct:title">DMS</span> by <axmlns: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 <arel="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 <axmlns:dct="http://purl.org/dc/terms/"href="https://github.com/Defent/DMS_Exile"rel="dct:source">https://github.com/Defent/DMS_Exile</a>.
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).
**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.
**ShareAlike** — If you remix, transform, or build upon the material, you must distribute your contributions under the **same license** as the original.
**No additional restrictions** — You may not apply legal terms or **technological measures** that legally restrict others from doing anything the license permits.
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.
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).
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```.
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\...".
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)**
- [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) ;)
* 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 :)
* Fixed a typo in the config (the second ```DMS_Survivor_Vehicle_MoneyGain``` should be ```DMS_Survivor_Vehicle_SpawnMoney```).
* Added Apex weapons, equipment, and vehicles to config (disabled by default).
* Reduced ```DMS_ai_share_info_distance``` default value drastically, from 300 meters to 25 (it was overpowered and unrealistic).
* "Armed Bandits" mission will select a random vehicle from "DMS_ArmedVehicles" instead of the armed offroad every time.
* Fixed a typo in the "nedbuilding1_mission".
* "DMS_fnc_AddWeapon" now uses "DMS_fnc_selectMagazine" to select a magazine instead of looking in the weapon config directly (the "DMS_fnc_selectMagazine" function does that).
* Reduced the "reveal amount" for both suppressed and non-suppressed weapons when "DMS_ai_share_info" is enabled.
* The "SpawnAIGroup" functions will now use "DMS_fnc_addWeapon" instead of the BIS variant to add launchers.
* Slight tweaks of function/mission comments and error logs.
* Renamed the "mercbase.sqf" mission title to "Mercenary Outpost" to avoid confusion with the salt flats mission.
* DMS will now log the DMS version to the client RPT on login.
* Config value "DMS_findSafePosBlacklist" now supports the ability to blacklist within a certain distance of a given position.
* Notifications from "textTilesRequest" and "dynamicTextRequest" should no longer "stack" on each other; if two missions spawn right after another, the second mission notification will be delayed at least until the first one completes.
* Removed the marker color check in "DMS_fnc_CreateMarker". Invalid marker colors are up to server owners to detect.
* "DMS_CLIENT" functions are now compiled in pre-init (broadcasting is still done in post-init).
* Functions that were previously defined in preinit with regular code brackets ("GetCenter", "SetRelPositions", and "SubArr") are now defined as DMS functions (instead of M3E functions before) and have their own files.
* "M3E" functions are still defined in DMS pre-init for compatibility with external code.
* You can now allow a set of random inventory items that are given to AI. Amount and item types can be set per-class.
* "DMS_StaticMissionsOnServerStart" will only be used if "DMS_StaticMission" is set to true. In other words, no static missions will be spawned on server start if you don't use static missions.
* DMS will now issue an error if you set "DMS_Use_Map_Config" for map without a config. Hopefully this resolves an issue where the server wouldn't start if you tried to load a map config from a file that didn't exist.
* Adjusted map config for chernarus: Missions should no longer spawn near map borders.
* Micro-optimizations for almost all DMS functions (using the new functionality of "private", which is faster than the previous). Also, some variables that weren't previously defined as private are now fixed.
* Removed legacy HC (headless client) support from "DMS_fnc_AILocalityManager".
* Major optimizations for DMS_fnc_FindSafePos
* Removed the useless ```_waterSpawn``` parameter from "FindSafePos" and "IsValidPosition". DMS is currently only used on land, a dedicated function for finding valid water spawns will come if/when needed.
* All of the "Import" functions now check for invalid exports.
* When using a "custom gear set", magazines and items are added about 0.5 seconds after the AI is spawned in order to account for an issue where the backpack isn't used (because it isn't added fast enough?). (Thanks to [second_coming](http://www.exilemod.com/profile/60-second_coming/) for the report)
* Removed a "Land_Wreck_Heli_Attack_01_F" from saltflats (it creates server threads)
* Adjusted logic in "AILocalityManager": the variable "DMS_LockLocality" on a group should now be considered even if "DMS_ai_offload_Only_DMS_AI" is set to false.
* You can now "freeze"/"un-freeze" AI! This has been a long-awaited feature for DMS. Using it will grant major performance benefits when you have lots of AI around the map that are inactive.
* "DMS_fnc_FindSuppressor" has been overhauled; it simply checks the configs for the provided weapon classname to return a random muzzle/suppressor classname. Consequently, the function is smaller, faster, and perfectly compatible with any weapon.
* Several optimizations (mostly due to the new scripting commands introduced in 1.56)
* You can now spawn missions in scheduled environment.
* DMS Version is set in the "config.cpp", and grabbed in pre-init.
* You can now define how much rare loot to spawn.
* Limit # of attempts in "DMS_fnc_FindSafePos" to 5000.
* New function: DMS_fnc_FindSafePos_InRange; Uses "DMS_fnc_FindSafePos" and edits some variables to return a "safe" position within a certain area.
* New function: DMS_fnc_GetEmptySeats; Returns all empty seats in a vehicle. Not used by DMS, I thought I needed it and I realized I didn't afterwards.
* New function: DMS_fnc_HeliParatroopers_Monitor; Monitors helis/aircraft spawned for paratroopers.
* New function: DMS_fnc_SpawnHeliReinforcement; Spawns a heli/aircraft with paratroopers for reinforcement.
* New group reinforcement type: "heli_troopers".
* You can now choose whether or not to destroy or simply unlock a used AI vehicle (with a random percentage chance).
* You can now use "setVariable" to define individually on an AI vehicle its "DMS_DestructionChance". EG: ```_vehicle setVariable ["DMS_DestructionChance",100];``` to always destroy a vehicle when its crew is dead.
* "DMS_DestructionChance" values are defaulted to "DMS_AI_destroyStaticWeapon_chance" or "DMS_AI_destroyVehicleChance" for static or regular vehicles, respectively.
* Fixed an issue where static weapons would always be destroyed, ignoring other configs. Thanks to [second_coming](http://www.exilemod.com/profile/60-second_coming/)!
* Disable simulation on objects imported from M3Editor. (Thanks to [second_coming](http://www.exilemod.com/profile/60-second_coming/) for the tip).
* Fixed an issue where AI units would be shown in static missions if configured to do so for dynamic missions (at least at first).
* **There's a lot of new config values in this update, I know it would be a pain to merge them. Check [this pastebin](http://pastebin.com/5s9erDA6) that you can simply paste into your config.sqf to keep yourself up to date.**
* As you can see by the influx of new config values, DMS now supports AI sides other than "bandit".
* All AI types/sides can also take advantage of a humanity/scoring system.
* You can also save kills in the database.
* This update courtesy of [DONKEYPUNCH](https://github.com/donkeypunchepoch) :)
* DMS will now use its own "PUID" for spawning persistent vehicles (instead of mine).
* Added "Taviana" to default map configs.
* You can now spawn missions on server start. Make sure to add them to the mission types beforehand.
* Fixed default values for reinforcements on saltflats and slums static Altis missions.
* ```_onSuccessScripts``` and ```_onFailScripts``` now use a new structure: it should be ```[[param,code],[param,code]]``` instead of ```[code,code]```.
* DMS now uses ```remoteExecCall``` instead of Exile client broadcast functions for "systemChatRequest" and "standardHintRequest".
* You can now customize the magazine range for guns in a crate. The "fillCrate" function is far from perfect, and I am working on improving it. Ideas are appreciated.
* Adjusted the logic to spawning AI reinforcements; the locations will be shuffled before the AI are spawned, and every location will be used at least once if there are more AI than reinforcement locations.
* You can now define custom markers for Trader/Spawn zones. Keep in mind that they are case-sensitive.
* ```_onMonitorStart``` will now run BEFORE success state is checked. As a result, I added a new "completion type" in "fn_MissionSuccessState" so that you can force mission completion via array manipulations.
* "fn_OnKilled" now gets AI side and type using "getVariable" instead of having to include them in the "addMPEventHandler". If you are using the function for custom purposes, you will need to edit your usage.
* You can now choose whether or not an AI produces different respect or tabs when roadkilled individually.
* You can now allow party members to be notified in chat when a party member kills an AI. It includes AI type+side, distance, and the amount of poptabs/respect received.
* You can now notify clients when AI have been offloaded to them.
* You now have greater control over AI difficulty; you can now manually define "random" presets to include/exclude special difficulty types.
* New function: "DMS_fnc_SetGroupBehavior_Separate" - You can pass an array of units and define their behavior without affecting the rest of the group.
* "DMS_fnc_SpawnAIVehicle" is overhauled: instead of only spawning a driver and a gunner, the function uses "allTurrets" to completely fill the crew of a vehicle.
* "DMS_fnc_SpawnAIVehicle" no longer sets the crew's behavior to "aware".
* "DMS_explode_onRoadkill" now spawns the mine ON the player that ran the AI over, so damage to the vehicle is guaranteed no matter how fast the vehicle was going.
* Fixed an issue where you couldn't take stuff out of a crate if you had "DMS_EnableBoxMoving" set to "false". Thanks to [Flowrider from Optimum Gaming](http://www.optimum-multigaming.com/) for the report.
* Fixed a couple script errors caused by a hasty adjustment in the last update.
#### December 24, 2015 (4:30 PM CST-America | Special Vishpala edition ;D ):
* **NEW CONFIG VALUE: DMS_MissionMarkerCount**
* "dynamicTextRequest" is now enabled by default instead of "textTilesRequest" because of performance issues.
* DMS should now be compatible with more/less than two markers as long as you change "DMS_MissionMarkerCount", without having to change multiple files :P
* 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.
* Added support for 2 new optional parameters: ```_onMonitorStart``` and ```_onMonitorEnd```, run before and after the Mission Monitor checks the mission, respectively, 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).
* 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.**
* 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).**
* 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 ;)
|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.
* 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.
* "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)
* New function: DMS_fnc_SpawnPersistentVehicle. It will spawn inaccessible vehicles by default and convert VALID pincode inputs to the proper format.
* New mission: "Car Thieves" (thieves.sqf). It uses the new DMS_fnc_SpawnPersistentVehicle. When the mission is completed successfully, the code is displayed in the completion message.
* You can now add a "prefix" to the marker text of each mission.
* You can now display the number of remaining AI in the marker text (it should update about every 15 seconds).
* Rearranged the missions in the config to look prettier. Don't judge.
* Added the "Zamak", "Tempest", and "HEMMT" to "DMS_TransportTrucks" array. Removed "Exile_Car_Van_Black"
* "dynamicTextRequest" messages will now appear at the top of the screen, so it shouldn't distract/block stuff in focus.
* Optimized "DMS_fnc_MissionsMonitor" slightly... it should only extend the mission (and check for nearby players, which is a bit resource intensive) when the mission is actually potentially going to despawn.
* **You must update all of your mission files; the mission message system as well as the calling parameters for DMS_fnc_FindSafePos have been overhauled and will be incompatible with previous versions.**
* Changed "DMS_dynamicText_Color" to "#FFFFFF" (white)
* Replaced weapon classes in "DMS_CrateCase_Sniper" to the base classes; all attachments should now spawn in the box separately.
* New function DMS_fnc_IsValidPosition (uses logic that was previously from "DMS_fnc_FindSafePos").
* You can now manually define every individual parameter for DMS_fnc_findSafePos per-mission, instead of using global parameters.
* AI will now be offloaded to an HC even with "DMS_ai_offload_to_client" set to false.
* All of the previously "supported" values for "DMS_PlayerNotificationTypes" are now PROPERLY supported. DMS_PlayerNotificationTypes is now set to default "dynamicTextRequest" and "systemChatRequest".
* Tweaked "cardealer" mission, the cars should no longer spawn inside of each other.
* NEW CONFIG VALUE: DMS_SpawnMinefieldForEveryMission
* You can now force-spawn an AT mine minefield on every mission with the above config. These mines will only blow up on Tanks, APCs, and MRAPs (Ifrits, Hunters, Striders).
* ALL MISSIONS HAVE BEEN EDITED TO MATCH THE NEW STANDARD FOR DMS_fnc_AddMissionToMonitor. **If you have made any custom missions or modified any of the current mission scripts, make sure you merge your changes**!
* Adjusted the placement of the armed car in "bandits" mission. It should no longer spawn right on the crate.
* Marker and message names for the "foodtransport" mission have been adjusted.
* Added the AI vehicle to the "mercbase" mission.
* Removed some RPT spam...
* Standardize ATL for DMS_fnc_importFromM3E_Convert
* When revealing a player to AI, the reveal amount will be reduced if the player has a suppressor.
* DMS_fnc_SetGroupBehavior will now remove all previous waypoints from the AI group.
* Improved logging message for DMS_fnc_SpawnMinefield. Also, the mine warning signs should be on a random offset (instead of always spawning at 0, 90, 180, and 270 degrees)
* Improved DMS_fnc_FindSafePos when checking for nearby missions - it should now use the proper mission location (if it was given correctly in the parameters for DMS_fnc_CreateMarker) instead of the marker position, which could be offset. Thanks to [Rod Serling](https://github.com/Rod-Serling) for complaining about this "issue" :P
* You can now REDUCE a player's respect/poptabs when the player roadkills an AI. The default values are -10 poptabs and -5 respect (hardly noticeable, but I didn't want it to be extreme).
* Alternatively, you can simply reduce the amount of poptabs gained by giving each corresponding config a positive value less than the regular. Set the value to 0 if you don't want to credit the poptabs/respect.
* The player will get an appropriately colored message if he/she LOSES poptabs (as opposed to gaining them).
* The player also gets a little more information regarding the type of AI he/she has killed.
* The above config value now determines the maximum incline that a mission can spawn on. Default value is 0.95, which should be sufficiently flat.
* Added some grouping explanations in mission config settings.
* Added check for A3XAI for the lovely ["Face"/"dayzai"](https://github.com/dayzai)
* Added ability for people to use a static export from M3Editor. DMS will then calculate the relative position, and spawn it at the mission. Example provided in testmission.sqf.
* Fixed an issue with DMS_fnc_TargetsKilled always returning false.
* You can use "DMS_ai_offload_Only_DMS_AI" to offload only AI spawned by DMS. This should resolve any issues with other mission systems from DMS.
* Increased "DMS_playerNearRadius" from 75 meters to 100 meters.
* You can now define "absolute" mission conditions. If this mission condition is met, it immediately counts the mission as completed. Add "true" after the completion argument to turn it into an "absolute" win condition.
* Added compatibility with RS_VLS by [Rod Serling](https://github.com/Rod-Serling).
* Loot vehicles cannot be lifted, pushed, or damaged until the mission is completed successfully. Then the vehicle will be added to the Exile simulation monitor.
* AI in vehicles will be automatically ejected on death.
* Another potential fix for launchers not despawning off of AI sometimes.
* When an AI gunner from an armed ground vehicle is killed, the driver will be switched to the gunner seat after 5-10 seconds. This prevents the driver from driving around aimlessly and trolling.
* The above feature should now also work on AI that have been offloaded now (doing so was a major, major pain in the ass, and is the reason why there was no update yesterday).
* NEW CONFIG VALUES: DMS_MaxAIDistance and DMS_AIDistanceCheckFrequency
* You can now use the above config values to kill AI that flee from their spawn position. Only "Soldier" AI will be killed.
* Removed "O_HMG_01_F" from AI Static Weapons. AI were pretty useless on it... unless the AI were facing the right direction.
* Reduced AI count and removed the "playerNear" parameter from testmission for easier testing.
* NEW: When an AI vehicle gunner is killed, and the driver is still alive, after a little delay, the driver is then switched to the gunner seat. You should no longer have AI vehicles with a dead gunner that's driving around aimlessly :) There is a 5-8 second delay to simulate reaction time. Then the driver is ejected, then after 1.5 seconds the AI is then forced into the gunner seat.
* NOTE: The above feature only works when the AI is still local (not offloaded). If the AI is offloaded, the AI is simply ejected and becomes a foot soldier.
* AI assigned vehicles are destroyed when the crew is empty. Simulation is also disabled on them.
* Reduced some of the "params" RPT spam, from DMS_fnc_SetGroupBehavior.
* Tweaked AI Vehicle spawning logic. The AI are initially assigned to a temporary group and then behavior is set, then they join the assigned group to prevent overriding behavior of other ground units.
* Non-persistent vehicles should now be fit properly to the terrain.
* Updated parameter type for "DMS_dynamicText_Size", as well as commented out description for "dynamicTextRequest". Will try to work on functionality for it soon.
* Improved cleaning of AI units. There may still be issues, specifically with launchers. If there are, please let me know, and test it. The more info I have, the quicker it can be fixed :)
* New functions: "DMS_fnc_CalcPos" and "DMS_fnc_ImportFromM3E".
* You can now import bases from Maca's awesome M3 Editor! Simply create the file under the "objects" folder, then call "DMS_fnc_ImportFromM3E"! Refer to the new "mercbase" mission as an example.
* "DMS_fnc_ImportFromM3E" supports static position (make sure you pass [0,0,0] as the second parameter), relative position, as well as bank/pitch. In addition, you get parameter parsing, just like any other DMS function, so if you're messing around with stuff and make a mistake, it will tell you ;)
* You can now specify which gun that an static AI spawns with.
* NEW CONFIG VALUES: ```DMS_GodmodeCrates``` and ```DMS_CrateCase_Sniper```. DMS_GodmodeCrates is pretty self-explanatory :P
* NEW FEATURE FOR "DMS_fnc_FillCrate": You can now define "crate cases" in the config (such as "DMS_CrateCase_Sniper"). Passing the "crate case" name (such as "Sniper") will make the crate spawn with the exact gear defined in the config. Refer to the testmission.sqf (line 80) and "DMS_CrateCase_Sniper" config for an example.
* Spawned vehicles will now be LOCKED and INVINCIBLE until the mission is completed.
* Spawned vehicles spawn with 100% fuel.
* "Fixed" some cases where killing from a mounted gun would reset your money/respect (maybe).
* Fixed some spelling errors and incorrect names in some of the mission messages/markers.
* Fixed DMS_fnc_FindSafePos for Bornholm. If you have any issues with custom maps, please let us know.
* Fixed backpack spawning on the ground behind an AI unit that was supposed to get a launcher.
* Added static AI! The "donthasslethehoff" mission has them included by default. :D
* New config values: ```DMS_Bandit_Static_MoneyGain``` and ```DMS_Bandit_Static_RepGain```.
* Future-proofed ```DMS_fnc_OnKilled```. As a result, "DMS_BanditMoneyGainOnKill" is now ```DMS_Bandit_Soldier_MoneyGain```, and "DMS_BanditRepGainOnKill" is now ```DMS_Bandit_Soldier_RepGain```.
* Added config value ```DMS_ai_disable_ramming_damage```. Check the comment for more info :)
* Removed config value "DMS_ai_static_skills"
* Randomized vehicle spawn position for "cardealer" mission.
* NOTE: If you use custom ```DMS_fnc_SpawnAISoldier``` calls, you will have to update your calling parameters! Make sure you add "Soldier" at the end of the array, or before ```_customGearSet``` if you're using it!
* Added ```_launcher``` option for ```_customGearSet``` in ```DMS_fnc_SpawnAISoldier```. NOTE: This changes the order of the gearset parameters for the AI. ```_launcher``` is between ```_items``` and ```_helmet```! Use empty string ```""``` if you don't want any launcher on the AI unit.
* 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.
#### June 16, 2016 (1:55 PM CST-America) **Release Candidate 1.5**:
* New function: DMS_fnc_AddWeapon. More efficient version of BIS_fnc_AddWeapon, and removed almost all error-checking.
* DMS will now log the DMS version to the client RPT on login.
* Fixed a couple issues in fn_SpawnAISoldier.sqf.
* Updated Tanoa config, missions should now be (somewhat) less likely to spawn in the center valley of the main island.
#### June 16, 2016 (1:55 PM CST-America) **Release Candidate 1.3**:
* Renamed the "mercbase.sqf" mission title to "Mercenary Outpost" to avoid confusion with the salt flats mission.
* Fixed an issue with fn_SpawnMineField.sqf (thanks to CEN for providing important info)
#### June 12, 2016 (3:15 AM CST-America) **Release Candidate 1.2**:
* Removed the marker color check in "DMS_fnc_CreateMarker". Invalid marker colors are up to server owners to detect.
* Micro-optimized "DMS_fnc_IsPosBlacklisted" for the rectangular blacklist case; also rearranged the statements to be clearer and easier to understand.
#### June 7, 2016 (11:15 PM CST-America) **Release Candidate 1.1**:
* Slight optimization of SpawnAIGroup functions (if you have launchers enabled).
#### June 6, 2016 (10:45 PM CST-America) **Release Candidate 1**:
* New function: DMS_fnc_IsPosBlacklisted (optimized replacement for "BIS_fnc_IsPosBlacklisted")
* Config value "DMS_findSafePosBlacklist" now supports the ability to blacklist within a certain distance of a given position.
* "DMS_CLIENT" functions are now compiled in pre-init (broadcasting is still done in post-init).
* Notifications from "textTilesRequest" and "dynamicTextRequest" should no longer "stack" on each other; if two missions spawn right after another, the second mission notification will be delayed at least until the first one completes.
* More Micro-optimizations on most functions; parameters passed to DMS functions will no longer be checked to see if they are the right type, etc. It was determined that they didn't really provide any benefit, as most errors either don't trigger the "params" error, or the error is simply reiterated elsewhere.
* Removed config value "DMS_MissionMarkerCount"
* "DMS_fnc_FindSuppressor" has been overhauled; it simply checks the configs for the provided weapon classname to return a random muzzle/suppressor classname. Consequently, the function is smaller, faster, and perfectly compatible with any weapon.
* The "freeze manager" will now unfreeze AI if needed regardless of setting "DMS_ai_allowFreezing" to false.
#### May 22, 2016 (3:15 PM CST-America):
* **NEW CONFIG VALUES:**
DMS_ai_freezeOnSpawn
* Added the ability to freeze AI groups immediately upon spawn.
* Units spawned to a group that has been frozen should now also be frozen.
* Fixed an issue where "FindSuppressor" would return a boolean instead of empty string.
* Fixed an issue with undefined variable when "DMS_ai_offloadOnUnfreeze" was set to true.
* Added debug message when a group is frozen.
* Created a new function "DMS_fnc_FreezeToggle" that actually handles freezing/unfreezing.
* DMS will now apply a variable "DMS_isGroupFrozen" to groups that are frozen.
#### May 22, 2016 (12:00 AM CST-America):
* **NEW CONFIG VALUES:**
DMS_ai_allowFreezing
DMS_ai_freeze_Only_DMS_AI
DMS_ai_freezingDistance
DMS_ai_unfreezingDistance
DMS_ai_offloadOnUnfreeze
DMS_ai_freezeCheckingDelay
* Removed a "Land_Wreck_Heli_Attack_01_F" from saltflats (it creates server threads)
* Adjusted logic in "AILocalityManager": the variable "DMS_LockLocality" on a group should now be considered even if "DMS_ai_offload_Only_DMS_AI" is set to false.
* You can now "freeze"/"un-freeze" AI! This has been a long-awaited feature for DMS. Using it should grant major performance benefits when you have lots of AI around the map that are inactive.
#### May 16, 2016 (11:00 AM CST-America):
* Fixed an error in fn_SpawnAIGroup (and MultiPos variant)
#### May 16, 2016 (11:00 AM CST-America):
* Occupation will now print debug logs only if DMS_DEBUG is enabled.
* Fixed an error with fn_FindSafePos.
#### May 15, 2016 (2:00 PM CST-America):
* **NEW CONFIG VALUES:**
DMS_AI_UseRealNames
* More Micro-optimizations.
* Fixed a lot of various errors from the last test branch update.
* Integrated Exile Occupation by second coming :)
#### May 6, 2016 (10:45 PM CST-America):
* **NEW CONFIG VALUES:**
DMS_assault_RandItemCount
DMS_assault_RandItems
DMS_MG_RandItemCount
DMS_MG_RandItems
DMS_sniper_RandItemCount
DMS_sniper_RandItems
* New functions: DMS_fnc_ImportFromM3E_3DEN, DMS_fnc_ImportFromM3E_3DEN_Convert, DMS_fnc_ImportFromM3E_3DEN_Static.
* Functions that were previously defined in preinit with regular code brackets ("GetCenter", "SetRelPositions", and "SubArr") are now defined as DMS functions (instead of M3E functions before) and have their own files.
* "M3E" functions are still defined in DMS pre-init for compatibility with external code.
* You can now allow a set of random inventory items that are given to AI. Amount and item types can be set per-class.
* "DMS_StaticMissionsOnServerStart" will only be used if "DMS_StaticMission" is set to true. In other words, no static missions will be spawned on server start if you don't use static missions.
* DMS will now issue an error if you set "DMS_Use_Map_Config" for map without a config. Hopefully this resolves an issue where the server wouldn't start if you tried to load a map config from a file that didn't exist.
* Adjusted map config for chernarus: Missions should no longer spawn near map borders.
* Micro-optimizations for almost all DMS functions (using the new functionality of "private", which is faster than the previous). Also, some variables that weren't previously defined as private are now fixed.
* Removed legacy HC (headless client) support from "DMS_fnc_AILocalityManager".
* Major optimizations for DMS_fnc_FindSafePos
* Removed the useless ```_waterSpawn``` parameter from "FindSafePos" and "IsValidPosition". DMS is currently only used on land, a dedicated function for finding valid water spawns will come if/when needed.
* All of the "Import" functions now check for invalid exports.
* When using a "custom gear set", magazines and items are added about 0.5 seconds after the AI is spawned in order to account for an issue where the backpack isn't used (because it isn't added fast enough?). (Thanks to [second_coming](http://www.exilemod.com/profile/60-second_coming/) for the report)
* NOTE: I didn't test any of this stuff, and there's LOTS of code changes. Do not be surprised if everything is broke! :p
* The new "DMS_fnc_FindSafePos_InRange" function will ignore the config "DMS_UsePredefinedMissionLocations".
* Disable simulation on objects imported from M3Editor. (Thanks to [second_coming](http://www.exilemod.com/profile/60-second_coming/) for the tip)
#### April 15, 2016 (8:45 PM CST-America, RC):
* Fixed an issue where static weapons would always be destroyed, ignoring other configs. Thanks to [second_coming](http://www.exilemod.com/profile/60-second_coming/)!
#### April 15, 2016 (9:30 AM CST-America, RC):
* Fixed script error in OnKilled EH when handling a used AI vehicle.
#### April 14, 2016 (9:20 PM CST-America, RC):
* Fix script error with saltflats.
* "DMS_fnc_AddMissionToMonitor" will no longer convert given AI parameters to a list of objects, so you can now add other units to the mission (within the same group) without much issue.
* Micro-optimizations here and there.
* Fixed an issue with DMS_fnc_GetAllUnits such that it would return an empty list if given a list of AI objects.
* You can now set the maximum limit of paratrooper reinforcements.
* The pilot of the reinforcement heli should now fly away properly if configured to do so.
* Updated group reinforcement manager for compatibility with latest syntax for paratrooper reinforcements (NOTE: UNTESTED).
#### March 31, 2016 (6:00 PM CST-America):
* You can now use "setVariable" to define individually on an AI vehicle its "DMS_DestructionChance". EG: ```_vehicle setVariable ["DMS_DestructionChance",100];``` to always destroy a vehicle when its crew is dead.
* "DMS_DestructionChance" values are defaulted to "DMS_AI_destroyStaticWeapon_chance" or "DMS_AI_destroyVehicleChance" for static or regular vehicles, respectively.
* Optimization + code cleanup for "DMS_fnc_SpawnHeliReinforcement".
#### March 25, 2016 (6:00 PM CST-America):
* **NEW CONFIG VALUES:**
DMS_AI_WP_Radius_heli
DMS_AI_WP_Radius_heli
DMS_RHeli_Height
DMS_RHeli_MinDistFromDrop
DMS_RHeli_MaxDistFromDrop
DMS_RHeli_MinDistFromPlayers
DMS_RareLootAmount
DMS_ReinforcementHelis
* DMS Version is set in the "config.cpp", and grabbed in pre-init.
* You can now define how much rare loot to spawn.
* Limit # of attempts in "DMS_fnc_FindSafePos" to 5000.
* New function: DMS_fnc_FindSafePos_InRange; Uses "DMS_fnc_FindSafePos" and edits some variables to return a "safe" position within a certain area.
* New function: DMS_fnc_GetEmptySeats; Returns all empty seats in a vehicle. Not used by DMS, I thought I needed it and I realized I didn't afterwards.
* New function: DMS_fnc_HeliParatroopers_Monitor; Monitors helis/aircraft spawned for paratroopers. **NOT YET COMPLETE**
* New function: DMS_fnc_SpawnHeliReinforcement; Spawns a heli/aircraft with paratroopers for reinforcement. **NOT YET COMPLETE**
* New group reinforcement type: "heli_troopers". Changes most likely to come.
* You can now choose whether or not to destroy or simply unlock a used AI vehicle (with a random percentage chance).
* Slight optimizations here and there (more to come).