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110 lines
5.5 KiB
Markdown
110 lines
5.5 KiB
Markdown
# Instructions
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See also: http://www.exilemod.com/forum/topic/61-dms-defents-mission-system/
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## To install:
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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.
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If you are using infiSTAR and want to keep ```_CGM = true;```, then set ```_UMW = true;```, and add ```DMS_MissionMarkerCircle```, ```DMS_MissionMarkerDot``` to ```_aLocalM```,
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so your ```_aLocalM``` would look like:
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```
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_aLocalM = ["DMS_MissionMarkerCircle","DMS_MissionMarkerDot"];
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```
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## IF YOU ARE UPDATING YOUR DMS FROM BEFORE THE 5th OF SEPTEMBER, PLEASE READ BELOW:
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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!
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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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```
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[
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[_cleanupObj1,_cleanupObj2,...,_cleanupObjX],
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[_crate,_vehicle1,_vehicle2,...,_vehicleX],
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_crate_loot_values
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]
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```
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Now you must define it as:
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```
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[
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[_cleanupObj1,_cleanupObj2,...,_cleanupObjX],
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[_vehicle1,_vehicle2,...,_vehicleX],
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[
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[_crate1,_crate_loot_values1],
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[_crate2,_crate_loot_values2]
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]
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]
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```
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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:
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### To modify the config:
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* 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)
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* Follow the "To install:" steps using the PBO you just created instead of the pre-packed one.
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### ~~HEADLESS CLIENT:~~
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![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.**
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~~Add this code to the TOP of your initPlayerLocal.sqf~~
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```
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if (!hasInterface && !isServer) then
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{
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1 spawn
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{
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waitUntil {player==player};
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DMS_HC_Object = player;
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publicVariableServer "DMS_HC_Object";
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};
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};
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```
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#### Thanks:
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- [Defent](https://github.com/Defent) for creating Defent's Mission System.
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- [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 :)
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- 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:
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#### September 9, 2015 (10:00 PM CST-America):
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* Added static AI! The "donthasslethehoff" mission has them included by default. :D
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* New config values: ```DMS_Bandit_Static_MoneyGain``` and ```DMS_Bandit_Static_RepGain```.
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* 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```.
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* Added config value ```DMS_ai_disable_ramming_damage```. Check the comment for more info :)
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* Removed config value "DMS_ai_static_skills"
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* Randomized vehicle spawn position for "cardealer" mission.
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* 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!
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* 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.
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#### September 8, 2015 (11:00 PM CST-America):
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* AI Bodies should now be properly cleaned when run over (if configured to do so with ```DMS_remove_roadkill``` and ```DMS_remove_roadkill_chance```).
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* Added config option ```DMS_credit_roadkill```. If set to true, players will get poptabs/respect for running over AI. Default: false.
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* Fixed giving poptabs/respect for killing AI from vehicles. Passengers and mounted gunners should properly receive poptabs/respect when they kill AI.
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* Launchers should now be reliably removed from AI bodies that have them.
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#### September 7, 2015 (7:00 PM CST-America):
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* 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".
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* Fix IR Strobes spawning inside the crate and not appearing.
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#### September 4, 2015 (11:20 PM CST-America):
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* 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)
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* Accounted for case sensitivity in switch-do statements for SpawnAISolder.
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* 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)
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* 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.
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