8.7 KiB
Instructions
See also: http://www.exilemod.com/topic/61-dms-defents-mission-system/?do=findComment&comment=242
To install:
Put the pre-packed PBO in your @ExileServer\addons\
directory. It should be alongside exile_server
and exile_server_config
.
NOTE: It is heavily suggested that you use The Unofficial Exile v0.9.19 SP3 with DMS, as it will resolve several issues. Also look at the first part of this comment
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:
_aLocalM = ["DMS_MissionMarkerCircle","DMS_MissionMarkerDot"];
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.
Previously, _missionObjs was defined with the format:
[
[_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.
Optional:
To modify the config:
- Download the a3_dms folder
- Edit the config.sqf to your preferences.
- 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.
HEADLESS CLIENT:
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";
};
};
Thanks:
- Defent for creating Defent's Mission System.
- eraser1 for his constant codebase improvments.
- Zupa for suggestions and coding help.
- Nawuko for catching a silly mistake :P
- shaworth and KawaiiPotato for making the README all nice and pretty :)
- Everbody's feedback on the DMS thread on exile forums
Changelog:
September 13, 2015 (11:45 PM CST-America):
- 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 :)
September 13, 2015 (1:00 AM CST-America):
- New config value:
DMS_AI_WP_Radius_base
. Tiny waypoint radius for "base defence". - New mission: "mercbase". Known issue: Stuff gets messed up when the mission spawns on a steep slope. Blame BIS for breaking "BIS_fnc_findSafePos" :P
- Added Taviana map safe pos params. (thanks JamieKG!)
- 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.
September 12, 2015 (1:30 AM CST-America):
- Added Esseker map safe pos params. (thanks Flowrider!)
September 11, 2015 (8:30 PM CST-America):
- NEW CONFIG VALUES:
DMS_GodmodeCrates
andDMS_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.
September 10, 2015 (6:00 PM CST-America):
- NEW CONFIG VALUES:
DMS_MarkerPosRandomization
,DMS_MarkerPosRandomRadius
, andDMS_RandomMarkerBrush
- With the above configs, you can randomize the marker positions in a random position around the actual mission center.
- You can also "force" DMS_fnc_CreateMarker to randomize (or not randomize) the marker position with optional boolean parameter of index 3.
- Changed the default (non-randomized) circle marker "brush". It should be a solid circle.
- Created new functions
DMS_fnc_SelectOffsetPos
andDMS_fnc_SelectRandomVal
- Adjusted a couple functions to use them.
- Fixed
DMS_fnc_IsNearWater
.
September 9, 2015 (10:00 PM CST-America):
- Added static AI! The "donthasslethehoff" mission has them included by default. :D
- New config values:
DMS_Bandit_Static_MoneyGain
andDMS_Bandit_Static_RepGain
. - Future-proofed
DMS_fnc_OnKilled
. As a result, "DMS_BanditMoneyGainOnKill" is nowDMS_Bandit_Soldier_MoneyGain
, and "DMS_BanditRepGainOnKill" is nowDMS_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
inDMS_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.
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
andDMS_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".
September 5, 2015 (1:00 AM CST-America):
- Created new function "DMS_fnc_IsPlayerNearby" to replace "ExileServer_util_position_isPlayerNearby".
- Fix IR Strobes spawning inside the crate and not appearing.
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.
- Fixed spawning Binocs and Rangefinders/Designators on AI.